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 Standard Etiquette for 2-Player and Multiplayer

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Millennium Meister
Keeper of the Millennium Puzzle
Keeper of the Millennium Puzzle
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Posts : 31
Join date : 2016-07-12
Age : 24
Location : Hailsham

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Name: M.Meister
Race: Ogre
Class: Paladin

PostSubject: Standard Etiquette for 2-Player and Multiplayer   Wed Jul 13, 2016 6:28 pm

Yu-Gi-Oh Basic Play Guide

Game setup

Each player should have one shuffled deck of 40-60 cards, a visible play space, and any extra resources they require for their specific deck.
All players begin the game with 8000 Life Points, unless otherwise agreed.
First player to move is determined by dice roll or coin flip, moving clockwise from them.
The First player may not conduct a Draw or Battle Phase on their first turn.
Draw 5 cards on your first turn, you may mulligan your hand once if it isn't suitable.

Types of Cards

Monster – On each card you will find their Sub-Type, Level, Attribute, Attack, Defence and any Effects or stipulations that they may have.

Spell – Green bordered cards, with various effects to alter the game. There are several different types, these are:


  • Normal – No symbol, Spell Speed 1 (See Chaining guide below), various effects
  • Continuous – Infinity Symbol,  SS1, Long-Lasting effects that remain on the field, may require a trigger to activate
  • Equip – Crosshair Symbol, SS1, Long lasting effects on a specific target
  • Quick-Play – Lightning Symbol, SS2, Instant effects, can be played in response to other cards
  • Field – Compass Symbol, SS1, Game-Field Modifiers (See seperate section below)
  • Ritual – Brazier Symbol, SS1, Initiates the summon of Ritual Monsters (See Summon guide below)


Trap – Purple bordered cards, with various effects to alter the game. Must be set before they can be activated. There are several types, these are:


  • Normal – No symbol, SS2, Can be activated in either players turn as long as it wasn't set in the current turn, Can be chained to other cards.
  • Continuous – Infinity Symbol, SS2, Long-lasting effects while card is still on the field.
  • Counter – Curved Arrow Symbol, SS3, Counters previous card played or in chain, fastest card type.


Turn Order

Draw Phase – Draw one card from the deck

Standby Phase – Certain cards activate effects here, the Turn Player decides the order of these effects.

Main Phase 1 – Conduct Main Turn actions. If an effect skips this then you may not enter MP2


  • Summon or Set a Monster (See Summon Guide below)
  • Change the battle position of a monster, if not Summoned/Set this turn
  • Activate effects
  • Activate or Set Spell/Trap Cards provided the Trap wasn't set this turn
  • Choose whether to conduct Battle Phase or to End Turn



Battle Phase – 4 Step Phase, you don't need to control monsters to enter Battle Phase


  1. Start Step – Declare Battle Phase
  2. Battle Step – Declare attackers and target monsters/players
  3. Damage Step/Damage Calculation – Damage is calculated and monsters/life points removed
  4. End Step – Battle Phase ends


Main Phase 2 – Conduct Main Turn Actions


  • You cannot Summon/Set monsters if you did so in MP1
  • Activate effects that can be used in the Main Phase, if they can be used more than once a turn then do so here.


End Phase – Resolve any effects that commence or end during the End Phase

Summoning Guide

In any given turn, you may only perform 1 Normal Summon/Set per turn, even if it is negated, unless card effects state otherwise. There are several types of summon, each with its own restrictions and conditions:

Normal Summon – Summon or Set a monster of level 4 or below to the field from your hand

Tribute Summon -  Treated as a Normal Summon. Sacrifice monsters that you control to summon a monster of level 5 or above or with specific summon conditions:


  • Level 5 and 6 monsters require only 1 tribute.
  • Some cards state that they may only be normal summoned by fulfilling specific requirements such as sacrificing 2 monsters of a particular attribute, or 3 monsters or 3 other card types, and have effects that occur depend of the number of monsters used to tribute summon it.


Flip Summon – Changing a Set monster into Face-Up Attack Position
Activates flip effects on the card


  • If flipped by an attack then the effect still activates during the Damage Calculation Step.
  • If a Face Down Monster you control is attacked, it goes into Face Up Defence Mode.
  • If you flip a Face Down Monster you control Face Up the turn after you set it during one of your Main Phases, it goes into Face Up Attack Mode



Special Summon – No limit on number in a turn, usually caused by card effects or summoning condition. There are several sub-types, the key ones being:


  • Fusion Summon – Using a card effect such as Polymerization to fuse two material monsters into a new monster taken from the fusion/extra deck.
  • Xyz Summon - This Special Summon uses two or more of the same level and/or attribute of monster to summon a monster of the corresponding Rank for the extra deck.
  • Synchro Summon - This Special Summon uses one Tuner monster, and one or more other monsters that aren't tuners.These are specified on the card. The total number of stars on the monsters that are used have to total the same level of the Synchro monster you are trying to summon from the extra deck.


Egyptian God and Sacred Beast cards - These cards require three tributes to summon. The Sacred Beast cards specify three fiend type monsters, three continuous Spell cards, or three Normal Trap cards depending on the which of the three you are summoning. You cannot summon the Egyptian God cards and one of the Sacred Beasts using the effect of Mausoleum of the Emperor. This is because they specify Three Tributes not One Tribute and two thousand Life Points. The Egyptian God and Sacred Beast cards are called:


  • Obelisk the Tormentor
  • Slifer the Sky Dragon
  • The Winged Dragon of Ra
  • The Winged Dragon of Ra - Sphere Mode
  • The Winged Dragon of Ra - Immortal Phoenix
  • The Creator God of Light, Horakhty
  • The Wicked Avatar
  • Uria, Lord of Searing Flames
  • Hamon, Lord of Striking Thuner
  • Raviel, Lord of Phantasms
  • Armityle the Chaos Phantom


Chaining Guide

A Chain occurs when a card is activated in response to, or along with, another card. This could be a counter to another players card, a trap in response to a summon, or a number of other conditions.

Cards in the chain can only be activated and added if they have an equal or higher Spell Speed (SS) than the previous card on the stack. Please see the Card Types guide for information on Spell Speed.

The stack resolves in order from the last card played back through each card before it.

Field Spell Guide

Field Spells change the game field, adding a number of positive and negative effects for as long as the spell remains in play. Once activated they move to the Field Zone, where they remain until they are destroyed or removed from play.

Each player may control 1 field spell at any one time, and playing a second will destroy the one already in play.

Ruleset Modifications

Here are some basic guides for extra game formats:

Team-Up

Basic 2 on 2 game mode with a team sharing their Life Point Total.

Point-Man

4 player game variant. You face off against the person in front of you, with players to your sides facing each other also. You must defeat your foe, while also preventing anybody else from doing so. You may help or hinder any player of your choice.

All players conduct a Draw Phase on the first turn.

No Player may attack on their first turn.

Etiquette and Player Conduct

When participating in any type of match in any format, all players must remember to:


  1. Be Polite
  2. No Player MUST NOT make slanderous comments against any player, or belittle their move choices FOR ANY REASON
  3. All players must declare what they are doing in their turns; which phase they are entering, when they are attacking and with which monsters, if they are activating a card effect in their opponent's turn, and when they are ending their turn
  4. You shouldn't rely on your opponent's to tell you if your card effect(s) are to deal them damage during their turn
  5. Players should NOT disagree with their opponents in a threatening or aggressive manner


If any of these rules are broken, it will result in an immediate disqualification.
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