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Guide: The Cards
A How to Play guide for anyone looking to duel in the basic YU-GI-OH Duel Monsters card game.

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05-15-13 09:11 PM
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05-15-13 09:11 PM
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Sowong
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Contents

1. How to Use this Guide

2. The Game Board

3. Card Types

4. Elemental Changes

5. Building a Deck

6. Some Helpful Words and Phrases

7. How to Play

8. Summoning

9. How to Win

10. Some People you Might Meet




1. How to Use this Guide: Assuming you've never read it before! 

What you are about to read, assuming you can be bothered, is a guide to the basic understanding of how to play YU-GI-OH Duel Monsters, we will look at the different types of cards (Monster, Effect, Magic, Trap, etc), what they do and how they are used, the correct way to battle, elemental advantages and disadvantages as well as the board itself. Each area will be labeled appropriately so that you may skip to the part that is giving you trouble. If you feel that I have left out, avoided, or gotten something wrong, please contact me so that I may edit the review. I'm only human after all.



2. The Game Board: You need to know about this before you put anything on it!

The game board is set out in the same way for every game, although in other games there are new areas for newly introduced card types, we will ignore this for now. There are ten central rectangles for cards, five at the front for Monster and Monster Effect cards, and five at the back for Spell and Trap cards. On the left hand side are two rectangles, one for Fusion Monsters at the bottom and one for Area Effect Cards at the top. On the right hand side are three slots, the top slot is for Out of Play cards, below this is the Graveyard and below this is the area for your deck.

So the central area, or field, essentially is were you place your Monsters and Monster Effect cards either in face up attack position or face down defense position. On the lower five slots you can place face down magic and trap cards for later, or instant, use.

The Fusion Monster slot is for the purple cards in your deck that can only be summoned with the collection of two, or more, monster cards and a Fusion magic card, or effect.

Area Effect is for cards which effect the battle area, or central part, of the game board.

Out of Play, there's another name for this but I cannot recall it, is for cards that have been put out of play by a magic, or monster, effect and these cards cannot be used, or summoned, until you have the appropriate effect, or magic, card.

Graveyard is were monsters destroyed by battle go, you can special summon these cards back to the field, or place them back in your hand or deck with the appropriate magic or effect card.

The Deck is where you find you deck of 40 cards, you usually can only interact with this area once at the start of your turn, but there are magic and effect cards which also allow you to change the state of the Deck.

Lets move on to card types.



3. Card Types: Trap, Fusion, Spell, Monster... they're all here!

Monster Cards: Usually a yellowish-brown colour. These are your basic first line of offense, or defense. Basic monsters have a star/level rating between 1 and 4, beyond that are far more advanced monsters which need more sacrifices to be summoned to the battle field. Only one monster can be summoned to the field per turn, except for special summons. A sacrifice is when cards already on the field are sent to the graveyard in order for a more powerful monster to be summoned.

Monster Effect Cards: Usually a dark orange colour. Monster effect cards range from level 1 straight up to 10, 11, how ever high level ratings go. There are flip-effect cards which need to be face down to activate their effect. There are regular effect cards which can be activated at the user's will. There are other effect cards which are passive. Some effect cards require certain actions, like attaching cards to a monster. Some effect monsters, for example, can be used in place of other fusion monsters, some like Jinzo can negate trap effects. Man-Eater Bug, once flipped summoned, gives the user the choice to destroy any card on the field.

Fusion Monsters: Usually a light purple colour. Fusion monsters are, more or less, the same as Monster or Monster Effect cards except that they require a fusion magic card in order to be summoned to the field. They are normally mid to high range in power, and can have effects. Thousand Dragon, for example, requires Time Wizard, a Fusion Magic Card, and Baby Dragon to be summoned to the field. Fusion monsters do not take up space in a deck, as they are set to the side.

Ritual Monsters: Usually a dark blue colour. Just as high level monsters require sacrifices to be summoned, and fusion monsters require magic cards, Ritual monsters require both. A ritual magic card is activated, once you have both it and the ritual monster, and the user can sacrifice a number of monsters, on the field and in the hand (Whereas regular summoning is only done via monsters already on the field) to summon a powerful ritual monster. Ritual summoning can be negated by trap and instant magic cards, the ritual monster may simply be a basic monster, or have effects of its own.

Trap Cards: Usually a pink colour. Trap cards are placed on the lower five squares, as many as possible can be laid down in just one turn. There are different forms of trap cards which will be discussed. Trap cards can be negated by effects, spells and other traps. Basic trap cards are played either at the start of the turn, or when a user has instigated an attack, spell or effect and you have the appropriate trap to negate or avoid the trap, spell or attack the other player was attempting to use. Instant, or quick-play, trap cards can be played at anytime before during or after an action from the other player. Rush Recklessly, for example, allows you to increase the attack of any face up monster. Equip Trap cards remain in effect while equipped to a monster, but will be destroyed when that monster is destroyed either by battle or sacrifice. There are other trap cards, such as Royal Decree, which remain in effect once activated, until they are destroyed by a trap or effect.

Magic/Spell Cards: Usually a green colour. Magic cards are used in the main phase, before attacking another player, or after battle. They can be used to destroy other cards, boost your own life points, add attack power to monsters, or change the game in other ways. There are also quick-play / instant magic cards which can be played at any time, much like a quick-play trap card.

Area Effect Cards: Usually a green colour. Technically these are magic cards but they stand out with their effects. Area Effect cards change the battle field to suit a particular kind of monster type. Only one of these cards can be in play at a time, if you, or your opponent plays an area effect card the current area effect card in play is destroyed and sent to the graveyard. There are different ones to try, such as Umi and Yami, that boost the power of certain elemental types, although some field changing cards have other effects. Umi, for example, boosts the power of water monsters.

Toon Cards: Usually an orange colour. Technically these Monsters come under the title of Monster Effect Cards, but since they stand out from the crowd I felt a need to explain them in detail. Toon Monsters come with the prefix Toon, to the name of the Monster they should be (Toon Summoned Skull, Blue Eyes Toon Dragon, Toon Dark Magician Girl). In the cartoon they are normal monsters transformed by the card Toon World, into cartoon versions of themselves. In the game Toon Cards can be summoned without this sacrifice of a particular monster, however Toons can only be Special Summoned to the field if the card Toon World is in play. Without Toon World the cards are instantly destroyed, even if summoned before Toon World's destruction. The only exception is Toon Alligator which is a regular monster card, for some reason.

Instant Win Cards: There are a few in this game, and possibly more, Exodia is the most recognised. Essential to win with Exodia you must summon all five pieces of the God Monster at the same time, or rather, one after the other. Each piece must be summoned to the field at which point you win the game. Another method is FINAL, with the right cards summoned to your magical slots instead, spell out the word FINAL and win. This, I believe, is begun with a Trap card called Destiny Board, or Destiny Bond.



4. Elemental Changes: They're new to the game, so they're new to you!

Unlike the original game elemental effects have been added to the game, and since this is a major change and a crucial benefit to new players it's a good thing to come to grips with. There are two primary types of cards in this game, three if you count neutral, LIGHT and DARK, knowing this makes no real difference to the game but it's something I like to point out. There are many elements in the game, and a few may have been added here that do not exist in this particular version so simply ignore those that do not exist. Earth element is stronger than Thunder, Thunder is stronger than Water, Water is stronger than Fire, Fire is stronger than Forest, Forest is stronger than Wind, Wind is stronger than Earth. Light is stronger than Fiend, Fiend is stronger than Dream, Dream is stronger than Shadow and Shadow is stronger than Light, oddly enough. Take some time to learn the different symbols of each elemental type, they offer an increase in offense against a monster of the opposite effect, however, this works both ways and you could find yourself attacked by elemental types stronger than your own.



5. Building a Deck: Only slightly less important than knowing how to play the game!

There are many ways to build a deck, depending on the cards available and the way you want to play. You can be offensive, defensive, use magic to zap away life points or whittle down the other player's deck to nothing and win by default, you can even summon Exodia and instantly win! The choice is yours, but... in the meantime, while you are getting started, lets look at how to build a balanced deck.

There is a set number of cards you must have. 40. In some YU-GI-OH games you are allowed more, or less, cards depending on your play style, but trust me when I say, 40 is the perfect amount for a balanced deck. You will be tempted to toss in more powerful cards, and awesome trap cards, you might even try and build a deck that will cover every way to win a duel, but the sheer size of your card deck will ultimately ruin your chances of playing a strategy. So confine yourself to 40 cards, simples.

It's dangerous out there, so you will be needing some monsters to protect yourself with. High level monsters offer great attack, and boast some powerful defensive options as well, but remember to put in at least two level four, or less, monsters for each high powered monster you choose. Remember that you need to summon stronger monsters by sacrificing weaker ones. While bulking up a deck with monsters is a good idea try to avoid putting in too many, you will still need space for your traps, magic and effect monsters. Attempt to limit yourself to no more than 10 to 15 Monsters. Try going for a few really tough monsters, some with decent defense and a few tough lower level monsters.

Effect Monsters should be the next thing on your mind. How many do you really need? I suggest five or seven. Remember that effect monsters can be used as sacrifices too, so they are doubly valuable. Effect monsters are good to practice with, use them to take down stronger foes, change the battle in your favour and discover ways new ways to summon. They are like magic cards, that kill things! Farther down the line consider using stronger effect monsters in place of regular monsters for low level battle and sacrifice.

Trap Cards come after, of magic cards... It is your deck after all, this is just a helpful guide. Once more your deck can become too saturated with traps, and make it difficult to find monsters to place on the field and protect your life points. Trap cards, however, are also very useful for keeping your monsters alive, so get at least 8 traps in your deck. Traps can also hinder your opponent and offer a chance to stave off attacks for, at least, one more turn. Useful Trap cards in the beginning are; Trap Hole, Reinforcements and Negate Attack.

Magic Cards are certainly on the menu. Once more try to get at least eight magic cards. These are more specific to your needs and what you wish to accomplish in your strategy, so think about the area effect cards, fusion and rituals, while at the same time considering offensive magic cards like Black Hole and Fissure. Cards like Reborn allow you to special summon monsters back from the Graveyard. Others let you discard your hand, reshuffle your deck, see other players cards and can halt moves. Swords of Revealing Light, for example, prevents the opposing player from attacking for three turns.

Misc Cards are for the space, if any, you have left over. Depending on your needs or strategy simply fill the remaining space you have left in your deck with the appropriate cards. Remember that Fusion Monsters do not take up space in the deck but still require the appropriate monsters, and a fusion card, to be of any use. Ritual monsters need their ritual summoning spell card and some effect monsters require other monsters of the same type, level, or a certain attack, in order to special summon or perform their effect. If you've reached this part of the Deck building guide and have no space, consider looking back on your current desk and seeing if they is anything that is not needed, or does not have any use. Like a ritual monster with no ritual card, then replace it with something more worth while... like Jinzo: Jinzo is awesome.



6. Some Helpful Words and Phrases: Descriptions of Word and Phrases you'll find in the game.

Duel Monsters: The name of the Card Game.

Duel: The name given to playing cards with one another.

Life Points: The points each player has that determines a win or a loss. Zero Life Points equals a loss.

Attack Points: The strength of a monsters attack. Can be anything from 0 up, usually in multiples of 10.

Defense Points: The strength of a monsters defense. Can be anything from 0 up, usually in multiples of 10.

Levels: The number, or stars, awarded to a monster which determines power level and what is needed for a Summon.

Summoning: The act of placing a Monster card on to the playing field. Cards of Level 4 or under do not need a sacrifice in order to be summoned.

Special Summon: The act of placing a Monster card onto the playing field with out the need of a sacrifice, or by the effect of an Effect Monster, Spell or Trap card.

Sacrifice: The act of sending a card to the Graveyard in order to Summon a stronger card to the field, the amount of cards needed for the Summon is determined by level number. Cards of level 4 or under do not require a sacrifice in order to be summoned.

Monsters: Yellow-Orange Cards with attack points, defense points and level numbers.

Effect Monsters: Orange Cards which are the same as Monsters, however also come with Effects.

Effects: An action performed by a monster that effects the game in some way. Usually destroying opponents cards, or moving monster positions.

Flip-Effect: A monster moved from Face-Down position to Face-Up position will perform an Effect.

Face-Down: The position when a card is overturned so that only the player playing that card knows what the card is.

Face-Up: The position when all information is available for each player on the card in question.

Magic Card: Green Cards that are, usually, played during a Main Phase.

Trap Cards: Pink Cards played when an action is performed.

Ritual Cards: Blue Cards that are essentially Monster or Effect Monster cards but which need a Magic Ritual Card to be summoned.

Fusion Cards: Purple Cards that are essentially Monster or Effect Monster cards but which need a Magic Fusion card to be summoned.

Area Effect Cards: Cards that enhance the field with an elemental type, or other effect, in order to boost that element's attack and defense.

Deck: Cards which cannot be touched, unless by a card effect or when drawing.

Drawing: Taking one card from the top of the Deck.

Hand: The cards available from Drawing.

Field: The area of play where Monster, trap and magic cards are placed.

Graveyard: Where destroyed monsters are placed.

Removed from Play: The area in which monsters removed from play are placed. Removed from play monsters can not be special summoned, unless by a card effect which allows for it. These cards are, usually, deemed to no longer exist.

Type: The card's fundamental alignment. Has no impact on the game. Light or Dark.

Elements: The secondary type that determines weaknesses and strengths of a card over the opposing Element.

Instant Play: Cards, usually trap or magic, that can be used at any time during the game.




7. How to Play: Bet you are dying to know!

First of all you need to challenge some one. There is a button for that. I can not remember which one, but that is no trouble for you, just keep pushing buttons until someone reacts in the right way, or check the appropriate menu to discover where you have gone wrong. I would check myself but, unfortunately, the game is not functioning for me at the time I am writing this. Need to download something for that...

Either way, begin by challenging someone.

The object of the game is to reduce the opposing player's life points to zero. Each player starts with 8000 life points.

The game will then move on to the game board and you will be shown your side, with the opposing players side upside down to you. Firstly you draw five cards, then the other player draws cards. Who starts first is usually decided by a coin toss, but sometimes the computer automatically decides. Five cards are drawn, then one more card when your turn starts.

Once the card is drawn the Main Phase has begun. This is were you manage the moves taken before the battle phase. You can summon a monster, set magic and trap cards, play area effect cards, and check what is going on at any point of the game by moving the cursor over any card available to you. Your opponents hand cannot be see, unless by a card effect, your hand is not seen by the opponent.

At this point you can only play a level 4 or less Monster card, and can only summon one. Place it on any of the foremost five slots, in either face up attack mode, or face down defense mode. Some games allow face down attack and face up defense. It is usually in your best interest to be as secretive as possible. Especially with flip-effect cards. You may also place as many trap and attack cards as possible, assuming you have them.

Then comes the battle phase. Assuming you are playing second, you may attack first at the opponents cards. Attacking a face up card which is also in attack mode, will destroy either it, or your own card, depending on the attack points. The card with the higher attack points always wins, sending the destroyed card to the graveyard. The difference in attack point value is taken away from that card's player's life points. Attacking a card in face down defense mode flips that card to face up defense mode and makes it visible to you. If the defense card has a lower defense than the attacking card's attack points then it is destroyed and sent to the graveyard. If the attacking card's attack points are lower than the defensive cards defense points, then the difference in value is taken from the attacking card's player's life points. Both attacker and defender remain alive, unless an effect is in place to destroy one or the other. A card which attacks another card with the same number of attack points results in a draw, and both cards are destroyed. It is possible to change draws, and weaker attacks, with elemental advantages.

After the battle phase comes the second main phase. The second main is used to think about what you have just seen. Recalculate strategy and possible use magic and trap cards that you have waiting for your opponents monsters. It can also be skipped, and you will turn over control to your opponent who will go through all three stages as well, but this time it's your turn to use effects, magic and traps to repel his blood lust for your life points. One thing to remember is that most trap cards are best used when the opponent attacks with his strongest monster. Magical Cylinder for example turns attack power against the attacking card's player's life points with the attack points of the attacking monster, very useful for a fight against 4000 plus foes. Trap cards and magic cards are, normally, one use only so they are best used sparingly. Some cards are specific too, like Acid Trap Hole, which will only destroy newly summoned monsters under a strength of 1000, so be careful when you activate certain traps.

Once your opponent is through his turn the game comes back to you and you can draw another card. Bully for you. At this point you can consider playing a magic card to destroy the opponents monsters, remove his magic or trap cards, and think about other magic cards like Monster Reborn, Area Effect cards and the like. However the game, essentially, continues in the same manner until some one wins. I will go over these, and a few other areas, in the next few paragraphs. However, if you are bored of reading, go away and play, because you have the basics covered.



8. Summoning: This is essential for most tactics!

Summoning is a basic part of the game, but it can be quite tricky if you are unsure of what I am actually saying when I use words that are common to me, like summoning and special summon. So lets start of with some basic examples of summoning.

Celtic Guardian is a level 4 monster card. This means that I am able to summon Celtic Guardian to the field without needing to sacrifice another monster. He can go straight to the field. I can only summon one monster per turn.

Summoned Skull has a level of 6 and is therefore more powerful than other monster cards. This means that I need to sacrifice another monster in order to place Summoned Skull on the field. I choose to sacrifice Celtic Guardian as he is the only card on the field. Celtic Guardian goes to the Graveyard and Summoned Skull takes his place on the board. If Summoned Skull had a higher level I would have been unable to summon him, as I would have needed two, or more, sacrifices depending on level.

In order to Summon another monster to the field, say Celtic Guardian was destroyed before I could Summon Summoned Skull, I could sometimes have the option of a Special Summon. A Special Summon is usually instigated by the effect of a magic card, trap or monster effect. In this case, I use the magic card Monster Reborn, to summon Celtic Guardian to the field, and use Celtic Guardian to Summon Summoned Skull in one move. With Monster Reborn I can summon any monster from the Graveyard onto my side of the field without the need to Sacrifice as well, monsters which require high Sacrifices of two or three other monsters can be Special Summoned in this way. Special Summons are named this due to the fact no Sacrifices are Required.

To Summon Ritual Monsters requires both Sacrifices and Special Summons. A Ritual is different to other Summons as it requires a sacrifice of Levels rather than that of monsters. If the correct amount of levels, say 10, can be achieved the Ritual monster will be Special Summoned to the field. Rituals also do not require the sacrifice of monster already Summoned to the field. Monster in the hand can be sacrificed too.

Toon Monsters require a form of Special Summoning which is similar to a ritual but different. The Toon Summon is unique as it requires the existence of the magic card Toon World, on the field and the sacrifice of one, two or more monsters. Much like a ritual, but these monsters must already be in play, Summoned on the field. It is a Special Summon as they require a magic card to be played prior to their own Summon.



9. How to Win: Winning is essential for winning and prize-getting!

Defeating your opponent has never been easier, there's so many different ways to do it! The first and most straight forwards, although tricky, is to get your opponent's Life Points down to ZERO. Each player starts at 8000 life points though, so, you might want another way to win. Luckily for you there are indirect ways to win. Firstly, your opponent can withdraw, retreat and run away... but this is the computer world and they are very unlikely to do something like that, so forget I mentioned it, but in real life it can happen. Secondly, there is simply managing to get your opponent to play all his cards, and get his deck to Zero, easier since it's only 40 cards thick. There are spell, effect and trap cards that allow you to do this, it can be tedious, and make you feel empty inside, but it's one of the fastest indirect methods to win. You can also win this way by simply having a bigger deck, but that, unfortunately, can not happen in this version of the game. Thirdly, there are the Exodia and Destiny Bond cards that allow you to instantly win once five corresponding cards are on the board. However since these cards can only be summoned at the rate of one at a time, this is difficult to achieve and can be easily interrupted with magic, trap, spell and other means. The best way to win, however, is to build a few decks with unbeatable strategies... good luck with that. I'm still trying to achieve that perfect deck.



10. Some People you Might Meet

This is a short guide on some of the Duelists you will come across in the game, and some tips on how to defeat them. They all usually have different styles, and unique attitudes towards Dueling, some you will like, others you will hate and most you will want to wipe the floor with.

Yugi Moto or Yami Yugi: One is a young, kind-hearted boy who loves dueling, the other is the spirit of a 1000 year old evil Pharaoh who uses Yugi's body to duel... for some reason. Yugi is a medium to difficult ranged duelist who specialises in dark, fiend monster cards. He prefers using his Dark Magicians for offense, has some weak level 4 monsters that are easy to pick off but defends well with strong trap and magic cards.

Tea Gardener: She is a young woman who is also quite kind-hearted but has her mean side too. She uses fairy, dream type cards and, as such, has a weak offense and a strong defense. She uses magic to restore her own life points, but is usually easy to dispatch. She does sometimes use unexpectedly strong cards, and decent strategy but her Deck is too random for her to do any serious damage, most of the time.

Joey Wheeler: Yugi's best friend and a bit of a fool. He's a mid range duelist, however, and will offer a challenge. He is mostly offense with ground and battle-type monsters that have terrible defense capabilities, most of the time. He does have a few wild cards here and there, and be mindful of the traps he uses. The Red-Eyed-Black Dragon isn't as bad as it sounds.

Tristan Taylor: I have vague memories of him being a low to mid range duelist who uses a mixed bag of tricks and monsters. He's essentially a more level handed version of Joey.

Bakura: Another person controlled by an evil spirit. Bakura jumps from being as weak as pudding to strong as a magical Ox in other duels. Watch out for him sending cards out of play, and sucking your life-force with magic. He's also keen on the FINAL instant win strategy.

Solomon Moto: Can't remember seeing Yugi's Grandfather in this game, but... He's essentially a low to mid range duelist, strong and dependable but not exactly the toughest opponent. Expect him to be a similar, but weaker, model of Yugi.

Seto Kaiba: Strong, evil and a devout user of dragon cards. Expect a hard duel with Kaiba, he prefers summoning strong monsters and using traps and spells to keep them alive for as long as possible. His Blue-Eyed White Dragon is one of the toughest monsters in the game... and he has three of them. Try to avoid his thousand headed dragon, if it's available in this game. 

Mokuba: Weak, so weak, so very very weak I'm not ever gonna bother.

Rex Raptor: He's low powered but sometimes has his moments. Rex prefers ground, dragon and dinosaur monsters to anything else. Prepare accordingly and you'll win almost every time against him. He mostly prefers frontal attacks to anything sneaky.

Weevil Underwood: This guy is a cheat, but he can't cheat in this game... I think. Weevil uses forest type Bugs and has the strategy of summoning his Great Moth almost every game. He also has a Jinzo stashed somewhere, I think, which is best to destroy as it can negate any attack with its effect. Weevil is keen on his man-eater bugs so prepare Monster Reborn for this battle.

Espa Roba: Espa has a Jinzo on his person, be aware of that. Get a 2450 or above attack monster to take care of Jinzo before Jinzo takes care of you. Avoid his life point sucking magics with some healing ones of your own, and I think he also tries to take out your cards before you have a chance to use them. His little brother and sister are annoying cheats too.

Bonz: Mainly uses undead, try a defense switch card on them as all zombie types have zero defense. Other than that... try light monster types. He's probably medium to hard.

Mai Valentine: She's a harpy! And She uses them against you. Watch out for her blond hair and smile when she uses a harpy's feather duster to wipe away your magic and traps. Other than that her monsters are around 1800 to 2500 attack points, but her traps are evil. Some will destroy all face up cards.

Ghouls: Difficult... will steal your cards if you lose to them. Which is frequent. They use powerful cards and supreme tactics. It's hit and miss though, some are terrible, not all the same.

Marik: Very Difficult, avoid him until you've got some really great cards and a strong strategy against him.

Magnum: You know... I can't remember... but Mai beat him. Use that as inspiration.

Mako: He's a water user. So electricity is his bane. He'll use Umi to change things in his favour, and lower ground attack, he's not all that strong but I think he has a monster that can attack life points directly.

Ishizu Istar: If I'm not mistaken this one is a strong duelist who uses powerful magic and attacks. She mixes light and fairy monsters which, uncannily, powerful effects which can leave you at a stalemate while she zaps at your life points.

Odion: Is a cinema, I kid. He's second to Ishizu and therefore also powerfulish. I can't remember much, I'm afraid. Uh... try and act tough.

The last guy? Oh no, that would be spoilers. You'll need to face the boss by yourself.


Contents

1. How to Use this Guide

2. The Game Board

3. Card Types

4. Elemental Changes

5. Building a Deck

6. Some Helpful Words and Phrases

7. How to Play

8. Summoning

9. How to Win

10. Some People you Might Meet




1. How to Use this Guide: Assuming you've never read it before! 

What you are about to read, assuming you can be bothered, is a guide to the basic understanding of how to play YU-GI-OH Duel Monsters, we will look at the different types of cards (Monster, Effect, Magic, Trap, etc), what they do and how they are used, the correct way to battle, elemental advantages and disadvantages as well as the board itself. Each area will be labeled appropriately so that you may skip to the part that is giving you trouble. If you feel that I have left out, avoided, or gotten something wrong, please contact me so that I may edit the review. I'm only human after all.



2. The Game Board: You need to know about this before you put anything on it!

The game board is set out in the same way for every game, although in other games there are new areas for newly introduced card types, we will ignore this for now. There are ten central rectangles for cards, five at the front for Monster and Monster Effect cards, and five at the back for Spell and Trap cards. On the left hand side are two rectangles, one for Fusion Monsters at the bottom and one for Area Effect Cards at the top. On the right hand side are three slots, the top slot is for Out of Play cards, below this is the Graveyard and below this is the area for your deck.

So the central area, or field, essentially is were you place your Monsters and Monster Effect cards either in face up attack position or face down defense position. On the lower five slots you can place face down magic and trap cards for later, or instant, use.

The Fusion Monster slot is for the purple cards in your deck that can only be summoned with the collection of two, or more, monster cards and a Fusion magic card, or effect.

Area Effect is for cards which effect the battle area, or central part, of the game board.

Out of Play, there's another name for this but I cannot recall it, is for cards that have been put out of play by a magic, or monster, effect and these cards cannot be used, or summoned, until you have the appropriate effect, or magic, card.

Graveyard is were monsters destroyed by battle go, you can special summon these cards back to the field, or place them back in your hand or deck with the appropriate magic or effect card.

The Deck is where you find you deck of 40 cards, you usually can only interact with this area once at the start of your turn, but there are magic and effect cards which also allow you to change the state of the Deck.

Lets move on to card types.



3. Card Types: Trap, Fusion, Spell, Monster... they're all here!

Monster Cards: Usually a yellowish-brown colour. These are your basic first line of offense, or defense. Basic monsters have a star/level rating between 1 and 4, beyond that are far more advanced monsters which need more sacrifices to be summoned to the battle field. Only one monster can be summoned to the field per turn, except for special summons. A sacrifice is when cards already on the field are sent to the graveyard in order for a more powerful monster to be summoned.

Monster Effect Cards: Usually a dark orange colour. Monster effect cards range from level 1 straight up to 10, 11, how ever high level ratings go. There are flip-effect cards which need to be face down to activate their effect. There are regular effect cards which can be activated at the user's will. There are other effect cards which are passive. Some effect cards require certain actions, like attaching cards to a monster. Some effect monsters, for example, can be used in place of other fusion monsters, some like Jinzo can negate trap effects. Man-Eater Bug, once flipped summoned, gives the user the choice to destroy any card on the field.

Fusion Monsters: Usually a light purple colour. Fusion monsters are, more or less, the same as Monster or Monster Effect cards except that they require a fusion magic card in order to be summoned to the field. They are normally mid to high range in power, and can have effects. Thousand Dragon, for example, requires Time Wizard, a Fusion Magic Card, and Baby Dragon to be summoned to the field. Fusion monsters do not take up space in a deck, as they are set to the side.

Ritual Monsters: Usually a dark blue colour. Just as high level monsters require sacrifices to be summoned, and fusion monsters require magic cards, Ritual monsters require both. A ritual magic card is activated, once you have both it and the ritual monster, and the user can sacrifice a number of monsters, on the field and in the hand (Whereas regular summoning is only done via monsters already on the field) to summon a powerful ritual monster. Ritual summoning can be negated by trap and instant magic cards, the ritual monster may simply be a basic monster, or have effects of its own.

Trap Cards: Usually a pink colour. Trap cards are placed on the lower five squares, as many as possible can be laid down in just one turn. There are different forms of trap cards which will be discussed. Trap cards can be negated by effects, spells and other traps. Basic trap cards are played either at the start of the turn, or when a user has instigated an attack, spell or effect and you have the appropriate trap to negate or avoid the trap, spell or attack the other player was attempting to use. Instant, or quick-play, trap cards can be played at anytime before during or after an action from the other player. Rush Recklessly, for example, allows you to increase the attack of any face up monster. Equip Trap cards remain in effect while equipped to a monster, but will be destroyed when that monster is destroyed either by battle or sacrifice. There are other trap cards, such as Royal Decree, which remain in effect once activated, until they are destroyed by a trap or effect.

Magic/Spell Cards: Usually a green colour. Magic cards are used in the main phase, before attacking another player, or after battle. They can be used to destroy other cards, boost your own life points, add attack power to monsters, or change the game in other ways. There are also quick-play / instant magic cards which can be played at any time, much like a quick-play trap card.

Area Effect Cards: Usually a green colour. Technically these are magic cards but they stand out with their effects. Area Effect cards change the battle field to suit a particular kind of monster type. Only one of these cards can be in play at a time, if you, or your opponent plays an area effect card the current area effect card in play is destroyed and sent to the graveyard. There are different ones to try, such as Umi and Yami, that boost the power of certain elemental types, although some field changing cards have other effects. Umi, for example, boosts the power of water monsters.

Toon Cards: Usually an orange colour. Technically these Monsters come under the title of Monster Effect Cards, but since they stand out from the crowd I felt a need to explain them in detail. Toon Monsters come with the prefix Toon, to the name of the Monster they should be (Toon Summoned Skull, Blue Eyes Toon Dragon, Toon Dark Magician Girl). In the cartoon they are normal monsters transformed by the card Toon World, into cartoon versions of themselves. In the game Toon Cards can be summoned without this sacrifice of a particular monster, however Toons can only be Special Summoned to the field if the card Toon World is in play. Without Toon World the cards are instantly destroyed, even if summoned before Toon World's destruction. The only exception is Toon Alligator which is a regular monster card, for some reason.

Instant Win Cards: There are a few in this game, and possibly more, Exodia is the most recognised. Essential to win with Exodia you must summon all five pieces of the God Monster at the same time, or rather, one after the other. Each piece must be summoned to the field at which point you win the game. Another method is FINAL, with the right cards summoned to your magical slots instead, spell out the word FINAL and win. This, I believe, is begun with a Trap card called Destiny Board, or Destiny Bond.



4. Elemental Changes: They're new to the game, so they're new to you!

Unlike the original game elemental effects have been added to the game, and since this is a major change and a crucial benefit to new players it's a good thing to come to grips with. There are two primary types of cards in this game, three if you count neutral, LIGHT and DARK, knowing this makes no real difference to the game but it's something I like to point out. There are many elements in the game, and a few may have been added here that do not exist in this particular version so simply ignore those that do not exist. Earth element is stronger than Thunder, Thunder is stronger than Water, Water is stronger than Fire, Fire is stronger than Forest, Forest is stronger than Wind, Wind is stronger than Earth. Light is stronger than Fiend, Fiend is stronger than Dream, Dream is stronger than Shadow and Shadow is stronger than Light, oddly enough. Take some time to learn the different symbols of each elemental type, they offer an increase in offense against a monster of the opposite effect, however, this works both ways and you could find yourself attacked by elemental types stronger than your own.



5. Building a Deck: Only slightly less important than knowing how to play the game!

There are many ways to build a deck, depending on the cards available and the way you want to play. You can be offensive, defensive, use magic to zap away life points or whittle down the other player's deck to nothing and win by default, you can even summon Exodia and instantly win! The choice is yours, but... in the meantime, while you are getting started, lets look at how to build a balanced deck.

There is a set number of cards you must have. 40. In some YU-GI-OH games you are allowed more, or less, cards depending on your play style, but trust me when I say, 40 is the perfect amount for a balanced deck. You will be tempted to toss in more powerful cards, and awesome trap cards, you might even try and build a deck that will cover every way to win a duel, but the sheer size of your card deck will ultimately ruin your chances of playing a strategy. So confine yourself to 40 cards, simples.

It's dangerous out there, so you will be needing some monsters to protect yourself with. High level monsters offer great attack, and boast some powerful defensive options as well, but remember to put in at least two level four, or less, monsters for each high powered monster you choose. Remember that you need to summon stronger monsters by sacrificing weaker ones. While bulking up a deck with monsters is a good idea try to avoid putting in too many, you will still need space for your traps, magic and effect monsters. Attempt to limit yourself to no more than 10 to 15 Monsters. Try going for a few really tough monsters, some with decent defense and a few tough lower level monsters.

Effect Monsters should be the next thing on your mind. How many do you really need? I suggest five or seven. Remember that effect monsters can be used as sacrifices too, so they are doubly valuable. Effect monsters are good to practice with, use them to take down stronger foes, change the battle in your favour and discover ways new ways to summon. They are like magic cards, that kill things! Farther down the line consider using stronger effect monsters in place of regular monsters for low level battle and sacrifice.

Trap Cards come after, of magic cards... It is your deck after all, this is just a helpful guide. Once more your deck can become too saturated with traps, and make it difficult to find monsters to place on the field and protect your life points. Trap cards, however, are also very useful for keeping your monsters alive, so get at least 8 traps in your deck. Traps can also hinder your opponent and offer a chance to stave off attacks for, at least, one more turn. Useful Trap cards in the beginning are; Trap Hole, Reinforcements and Negate Attack.

Magic Cards are certainly on the menu. Once more try to get at least eight magic cards. These are more specific to your needs and what you wish to accomplish in your strategy, so think about the area effect cards, fusion and rituals, while at the same time considering offensive magic cards like Black Hole and Fissure. Cards like Reborn allow you to special summon monsters back from the Graveyard. Others let you discard your hand, reshuffle your deck, see other players cards and can halt moves. Swords of Revealing Light, for example, prevents the opposing player from attacking for three turns.

Misc Cards are for the space, if any, you have left over. Depending on your needs or strategy simply fill the remaining space you have left in your deck with the appropriate cards. Remember that Fusion Monsters do not take up space in the deck but still require the appropriate monsters, and a fusion card, to be of any use. Ritual monsters need their ritual summoning spell card and some effect monsters require other monsters of the same type, level, or a certain attack, in order to special summon or perform their effect. If you've reached this part of the Deck building guide and have no space, consider looking back on your current desk and seeing if they is anything that is not needed, or does not have any use. Like a ritual monster with no ritual card, then replace it with something more worth while... like Jinzo: Jinzo is awesome.



6. Some Helpful Words and Phrases: Descriptions of Word and Phrases you'll find in the game.

Duel Monsters: The name of the Card Game.

Duel: The name given to playing cards with one another.

Life Points: The points each player has that determines a win or a loss. Zero Life Points equals a loss.

Attack Points: The strength of a monsters attack. Can be anything from 0 up, usually in multiples of 10.

Defense Points: The strength of a monsters defense. Can be anything from 0 up, usually in multiples of 10.

Levels: The number, or stars, awarded to a monster which determines power level and what is needed for a Summon.

Summoning: The act of placing a Monster card on to the playing field. Cards of Level 4 or under do not need a sacrifice in order to be summoned.

Special Summon: The act of placing a Monster card onto the playing field with out the need of a sacrifice, or by the effect of an Effect Monster, Spell or Trap card.

Sacrifice: The act of sending a card to the Graveyard in order to Summon a stronger card to the field, the amount of cards needed for the Summon is determined by level number. Cards of level 4 or under do not require a sacrifice in order to be summoned.

Monsters: Yellow-Orange Cards with attack points, defense points and level numbers.

Effect Monsters: Orange Cards which are the same as Monsters, however also come with Effects.

Effects: An action performed by a monster that effects the game in some way. Usually destroying opponents cards, or moving monster positions.

Flip-Effect: A monster moved from Face-Down position to Face-Up position will perform an Effect.

Face-Down: The position when a card is overturned so that only the player playing that card knows what the card is.

Face-Up: The position when all information is available for each player on the card in question.

Magic Card: Green Cards that are, usually, played during a Main Phase.

Trap Cards: Pink Cards played when an action is performed.

Ritual Cards: Blue Cards that are essentially Monster or Effect Monster cards but which need a Magic Ritual Card to be summoned.

Fusion Cards: Purple Cards that are essentially Monster or Effect Monster cards but which need a Magic Fusion card to be summoned.

Area Effect Cards: Cards that enhance the field with an elemental type, or other effect, in order to boost that element's attack and defense.

Deck: Cards which cannot be touched, unless by a card effect or when drawing.

Drawing: Taking one card from the top of the Deck.

Hand: The cards available from Drawing.

Field: The area of play where Monster, trap and magic cards are placed.

Graveyard: Where destroyed monsters are placed.

Removed from Play: The area in which monsters removed from play are placed. Removed from play monsters can not be special summoned, unless by a card effect which allows for it. These cards are, usually, deemed to no longer exist.

Type: The card's fundamental alignment. Has no impact on the game. Light or Dark.

Elements: The secondary type that determines weaknesses and strengths of a card over the opposing Element.

Instant Play: Cards, usually trap or magic, that can be used at any time during the game.




7. How to Play: Bet you are dying to know!

First of all you need to challenge some one. There is a button for that. I can not remember which one, but that is no trouble for you, just keep pushing buttons until someone reacts in the right way, or check the appropriate menu to discover where you have gone wrong. I would check myself but, unfortunately, the game is not functioning for me at the time I am writing this. Need to download something for that...

Either way, begin by challenging someone.

The object of the game is to reduce the opposing player's life points to zero. Each player starts with 8000 life points.

The game will then move on to the game board and you will be shown your side, with the opposing players side upside down to you. Firstly you draw five cards, then the other player draws cards. Who starts first is usually decided by a coin toss, but sometimes the computer automatically decides. Five cards are drawn, then one more card when your turn starts.

Once the card is drawn the Main Phase has begun. This is were you manage the moves taken before the battle phase. You can summon a monster, set magic and trap cards, play area effect cards, and check what is going on at any point of the game by moving the cursor over any card available to you. Your opponents hand cannot be see, unless by a card effect, your hand is not seen by the opponent.

At this point you can only play a level 4 or less Monster card, and can only summon one. Place it on any of the foremost five slots, in either face up attack mode, or face down defense mode. Some games allow face down attack and face up defense. It is usually in your best interest to be as secretive as possible. Especially with flip-effect cards. You may also place as many trap and attack cards as possible, assuming you have them.

Then comes the battle phase. Assuming you are playing second, you may attack first at the opponents cards. Attacking a face up card which is also in attack mode, will destroy either it, or your own card, depending on the attack points. The card with the higher attack points always wins, sending the destroyed card to the graveyard. The difference in attack point value is taken away from that card's player's life points. Attacking a card in face down defense mode flips that card to face up defense mode and makes it visible to you. If the defense card has a lower defense than the attacking card's attack points then it is destroyed and sent to the graveyard. If the attacking card's attack points are lower than the defensive cards defense points, then the difference in value is taken from the attacking card's player's life points. Both attacker and defender remain alive, unless an effect is in place to destroy one or the other. A card which attacks another card with the same number of attack points results in a draw, and both cards are destroyed. It is possible to change draws, and weaker attacks, with elemental advantages.

After the battle phase comes the second main phase. The second main is used to think about what you have just seen. Recalculate strategy and possible use magic and trap cards that you have waiting for your opponents monsters. It can also be skipped, and you will turn over control to your opponent who will go through all three stages as well, but this time it's your turn to use effects, magic and traps to repel his blood lust for your life points. One thing to remember is that most trap cards are best used when the opponent attacks with his strongest monster. Magical Cylinder for example turns attack power against the attacking card's player's life points with the attack points of the attacking monster, very useful for a fight against 4000 plus foes. Trap cards and magic cards are, normally, one use only so they are best used sparingly. Some cards are specific too, like Acid Trap Hole, which will only destroy newly summoned monsters under a strength of 1000, so be careful when you activate certain traps.

Once your opponent is through his turn the game comes back to you and you can draw another card. Bully for you. At this point you can consider playing a magic card to destroy the opponents monsters, remove his magic or trap cards, and think about other magic cards like Monster Reborn, Area Effect cards and the like. However the game, essentially, continues in the same manner until some one wins. I will go over these, and a few other areas, in the next few paragraphs. However, if you are bored of reading, go away and play, because you have the basics covered.



8. Summoning: This is essential for most tactics!

Summoning is a basic part of the game, but it can be quite tricky if you are unsure of what I am actually saying when I use words that are common to me, like summoning and special summon. So lets start of with some basic examples of summoning.

Celtic Guardian is a level 4 monster card. This means that I am able to summon Celtic Guardian to the field without needing to sacrifice another monster. He can go straight to the field. I can only summon one monster per turn.

Summoned Skull has a level of 6 and is therefore more powerful than other monster cards. This means that I need to sacrifice another monster in order to place Summoned Skull on the field. I choose to sacrifice Celtic Guardian as he is the only card on the field. Celtic Guardian goes to the Graveyard and Summoned Skull takes his place on the board. If Summoned Skull had a higher level I would have been unable to summon him, as I would have needed two, or more, sacrifices depending on level.

In order to Summon another monster to the field, say Celtic Guardian was destroyed before I could Summon Summoned Skull, I could sometimes have the option of a Special Summon. A Special Summon is usually instigated by the effect of a magic card, trap or monster effect. In this case, I use the magic card Monster Reborn, to summon Celtic Guardian to the field, and use Celtic Guardian to Summon Summoned Skull in one move. With Monster Reborn I can summon any monster from the Graveyard onto my side of the field without the need to Sacrifice as well, monsters which require high Sacrifices of two or three other monsters can be Special Summoned in this way. Special Summons are named this due to the fact no Sacrifices are Required.

To Summon Ritual Monsters requires both Sacrifices and Special Summons. A Ritual is different to other Summons as it requires a sacrifice of Levels rather than that of monsters. If the correct amount of levels, say 10, can be achieved the Ritual monster will be Special Summoned to the field. Rituals also do not require the sacrifice of monster already Summoned to the field. Monster in the hand can be sacrificed too.

Toon Monsters require a form of Special Summoning which is similar to a ritual but different. The Toon Summon is unique as it requires the existence of the magic card Toon World, on the field and the sacrifice of one, two or more monsters. Much like a ritual, but these monsters must already be in play, Summoned on the field. It is a Special Summon as they require a magic card to be played prior to their own Summon.



9. How to Win: Winning is essential for winning and prize-getting!

Defeating your opponent has never been easier, there's so many different ways to do it! The first and most straight forwards, although tricky, is to get your opponent's Life Points down to ZERO. Each player starts at 8000 life points though, so, you might want another way to win. Luckily for you there are indirect ways to win. Firstly, your opponent can withdraw, retreat and run away... but this is the computer world and they are very unlikely to do something like that, so forget I mentioned it, but in real life it can happen. Secondly, there is simply managing to get your opponent to play all his cards, and get his deck to Zero, easier since it's only 40 cards thick. There are spell, effect and trap cards that allow you to do this, it can be tedious, and make you feel empty inside, but it's one of the fastest indirect methods to win. You can also win this way by simply having a bigger deck, but that, unfortunately, can not happen in this version of the game. Thirdly, there are the Exodia and Destiny Bond cards that allow you to instantly win once five corresponding cards are on the board. However since these cards can only be summoned at the rate of one at a time, this is difficult to achieve and can be easily interrupted with magic, trap, spell and other means. The best way to win, however, is to build a few decks with unbeatable strategies... good luck with that. I'm still trying to achieve that perfect deck.



10. Some People you Might Meet

This is a short guide on some of the Duelists you will come across in the game, and some tips on how to defeat them. They all usually have different styles, and unique attitudes towards Dueling, some you will like, others you will hate and most you will want to wipe the floor with.

Yugi Moto or Yami Yugi: One is a young, kind-hearted boy who loves dueling, the other is the spirit of a 1000 year old evil Pharaoh who uses Yugi's body to duel... for some reason. Yugi is a medium to difficult ranged duelist who specialises in dark, fiend monster cards. He prefers using his Dark Magicians for offense, has some weak level 4 monsters that are easy to pick off but defends well with strong trap and magic cards.

Tea Gardener: She is a young woman who is also quite kind-hearted but has her mean side too. She uses fairy, dream type cards and, as such, has a weak offense and a strong defense. She uses magic to restore her own life points, but is usually easy to dispatch. She does sometimes use unexpectedly strong cards, and decent strategy but her Deck is too random for her to do any serious damage, most of the time.

Joey Wheeler: Yugi's best friend and a bit of a fool. He's a mid range duelist, however, and will offer a challenge. He is mostly offense with ground and battle-type monsters that have terrible defense capabilities, most of the time. He does have a few wild cards here and there, and be mindful of the traps he uses. The Red-Eyed-Black Dragon isn't as bad as it sounds.

Tristan Taylor: I have vague memories of him being a low to mid range duelist who uses a mixed bag of tricks and monsters. He's essentially a more level handed version of Joey.

Bakura: Another person controlled by an evil spirit. Bakura jumps from being as weak as pudding to strong as a magical Ox in other duels. Watch out for him sending cards out of play, and sucking your life-force with magic. He's also keen on the FINAL instant win strategy.

Solomon Moto: Can't remember seeing Yugi's Grandfather in this game, but... He's essentially a low to mid range duelist, strong and dependable but not exactly the toughest opponent. Expect him to be a similar, but weaker, model of Yugi.

Seto Kaiba: Strong, evil and a devout user of dragon cards. Expect a hard duel with Kaiba, he prefers summoning strong monsters and using traps and spells to keep them alive for as long as possible. His Blue-Eyed White Dragon is one of the toughest monsters in the game... and he has three of them. Try to avoid his thousand headed dragon, if it's available in this game. 

Mokuba: Weak, so weak, so very very weak I'm not ever gonna bother.

Rex Raptor: He's low powered but sometimes has his moments. Rex prefers ground, dragon and dinosaur monsters to anything else. Prepare accordingly and you'll win almost every time against him. He mostly prefers frontal attacks to anything sneaky.

Weevil Underwood: This guy is a cheat, but he can't cheat in this game... I think. Weevil uses forest type Bugs and has the strategy of summoning his Great Moth almost every game. He also has a Jinzo stashed somewhere, I think, which is best to destroy as it can negate any attack with its effect. Weevil is keen on his man-eater bugs so prepare Monster Reborn for this battle.

Espa Roba: Espa has a Jinzo on his person, be aware of that. Get a 2450 or above attack monster to take care of Jinzo before Jinzo takes care of you. Avoid his life point sucking magics with some healing ones of your own, and I think he also tries to take out your cards before you have a chance to use them. His little brother and sister are annoying cheats too.

Bonz: Mainly uses undead, try a defense switch card on them as all zombie types have zero defense. Other than that... try light monster types. He's probably medium to hard.

Mai Valentine: She's a harpy! And She uses them against you. Watch out for her blond hair and smile when she uses a harpy's feather duster to wipe away your magic and traps. Other than that her monsters are around 1800 to 2500 attack points, but her traps are evil. Some will destroy all face up cards.

Ghouls: Difficult... will steal your cards if you lose to them. Which is frequent. They use powerful cards and supreme tactics. It's hit and miss though, some are terrible, not all the same.

Marik: Very Difficult, avoid him until you've got some really great cards and a strong strategy against him.

Magnum: You know... I can't remember... but Mai beat him. Use that as inspiration.

Mako: He's a water user. So electricity is his bane. He'll use Umi to change things in his favour, and lower ground attack, he's not all that strong but I think he has a monster that can attack life points directly.

Ishizu Istar: If I'm not mistaken this one is a strong duelist who uses powerful magic and attacks. She mixes light and fairy monsters which, uncannily, powerful effects which can leave you at a stalemate while she zaps at your life points.

Odion: Is a cinema, I kid. He's second to Ishizu and therefore also powerfulish. I can't remember much, I'm afraid. Uh... try and act tough.

The last guy? Oh no, that would be spoilers. You'll need to face the boss by yourself.


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(edited by Sowong on 10-29-14 05:59 PM)    

07-01-13 09:47 AM
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Sowong : Hello! How are you today? .. I'm super! ..

WOAH! THIS IS A VERY, VERY DETAILED WT! It was descriptive, you laid out every possible section! You gave so much detail in it - over 5000 words! I do feel this might be copied though. I don't think anyone would sit there and write all that out. That's just my personal opinion

Singelli : I'm sorry for the summon but, do you think this may have been copied from somewhere?

Thanks for writing/or something this review! 
Sowong : Hello! How are you today? .. I'm super! ..

WOAH! THIS IS A VERY, VERY DETAILED WT! It was descriptive, you laid out every possible section! You gave so much detail in it - over 5000 words! I do feel this might be copied though. I don't think anyone would sit there and write all that out. That's just my personal opinion

Singelli : I'm sorry for the summon but, do you think this may have been copied from somewhere?

Thanks for writing/or something this review! 
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07-01-13 10:38 AM
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Dean2k13 :  It actually seems to be original content, as far as I can tell. I tried searching for several bits and pieces of what he wrote, and I couldn't find any duplicate of it on the web.

Sowong, if you wrote this yourself, it's very impressive indeed!

If anyone can provide proof that it's plagiarized, just let me know.  I didn't find anything though.

Dean, next time you suspect plagiarism, you might want to look yourself to see if it is, instead of making someone else do the work.    If you can't find anything via google, it's probably not plagiarized.
Dean2k13 :  It actually seems to be original content, as far as I can tell. I tried searching for several bits and pieces of what he wrote, and I couldn't find any duplicate of it on the web.

Sowong, if you wrote this yourself, it's very impressive indeed!

If anyone can provide proof that it's plagiarized, just let me know.  I didn't find anything though.

Dean, next time you suspect plagiarism, you might want to look yourself to see if it is, instead of making someone else do the work.    If you can't find anything via google, it's probably not plagiarized.
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Wow! Well, this is an amazing game guide! This is too amazing! I have never seen anyone actually make a table of contents in their game guide on vizzed. This is also very detailed! I google searched some of the sentences but I don't think he plagiarized it though.

Anyways awesome job and keep up the awesome work!
Wow! Well, this is an amazing game guide! This is too amazing! I have never seen anyone actually make a table of contents in their game guide on vizzed. This is also very detailed! I google searched some of the sentences but I don't think he plagiarized it though.

Anyways awesome job and keep up the awesome work!
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Great Job! I loved the guide! It was so good that people think that it was copied and pasted from another website. That means that you did a great job! I would like to read some more of these in this section!  
Great Job! I loved the guide! It was so good that people think that it was copied and pasted from another website. That means that you did a great job! I would like to read some more of these in this section!  
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Wow. Dude this is very awesome! Do you know how the XYZ and Tuner and all the new monsters work? You can PM me if you want to answer my question.
Wow. Dude this is very awesome! Do you know how the XYZ and Tuner and all the new monsters work? You can PM me if you want to answer my question.
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07-06-13 04:30 AM
Sowong is Offline
| ID: 837626 | 143 Words

Sowong
Level: 16

POSTS: 24/44
POST EXP: 36914
LVL EXP: 18723
CP: 2739.3
VIZ: 107122

Likes: 0  Dislikes: 0

 GenesisJunkie: I wish I did, I've tried to understand turner monsters from one of the more recent games and as far as I can gather they're similar to fusion monsters but without the need of a fusion card.





First you have the actual syncro monster and on that card it will require either a specific monster or a type of monster like the Blackwings, Guardians or Elemental Heroes. Then it also asks for the turner monsters which are, usually, weak monsters which will say on the card somewhere that they are turner monsters and can be sacrificed for a syncro summon.


I think you also have to have the cards on the field, unless the syncro specifies otherwise, and the syncro can be summoned at anytime, attack straight away and counts as a special summon so you can regular summon after one too. 


 GenesisJunkie: I wish I did, I've tried to understand turner monsters from one of the more recent games and as far as I can gather they're similar to fusion monsters but without the need of a fusion card.





First you have the actual syncro monster and on that card it will require either a specific monster or a type of monster like the Blackwings, Guardians or Elemental Heroes. Then it also asks for the turner monsters which are, usually, weak monsters which will say on the card somewhere that they are turner monsters and can be sacrificed for a syncro summon.


I think you also have to have the cards on the field, unless the syncro specifies otherwise, and the syncro can be summoned at anytime, attack straight away and counts as a special summon so you can regular summon after one too. 


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Affected by 'Laziness Syndrome'

Registered: 12-11-12
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Last Active: 2728 days

07-06-13 09:15 PM
IgorBird122 is Offline
| ID: 838454 | 31 Words

IgorBird122
The_IB122
Level: 140


POSTS: 1076/6414
POST EXP: 526201
LVL EXP: 32844547
CP: 40905.1
VIZ: 779500

Likes: 0  Dislikes: 0
Wow, this is a well written deck guide you posted, you sure put a lot of value time and effort on creating this deck guide, very nice work onto this
Wow, this is a well written deck guide you posted, you sure put a lot of value time and effort on creating this deck guide, very nice work onto this
Vizzed Elite
The Shadow King


Affected by 'Laziness Syndrome'

Registered: 01-07-13
Location: The Big Easy
Last Post: 1441 days
Last Active: 1426 days

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