At least this one is arriving on time, kinda.



What is The Perfect Rulebook? Check the 2015 one: https://ygorganization.com/perfectrulebook/.

Why a 2017 one after a 2016 one? Because of some new rules. To save you some reading, which you should do anyway, 99% of the new content is contained in Chapter 1. For the rest of the book, the rules, as expected, haven’t changed. Most changes are choosing different cards for each example, usually newer or simplier cards. The terminology for Link based cards for the TCG is incomplete at this time, so only the known official terms are being used.

The book is divided in 3 chapters:

-Chapter 1: Basic Rules (pages 7-38)

-Chapter 2: New Master Rules, the core of the book (pages 39-200)

-Chapter 3: Yu-Gi-Oh! OCG Certification test + Perfect Rulebook Index, as the name says, it is an index, but it’s also a quick glossary. I’m not translating this chapter because it has no new information.

Pages 1-6:

Covers, intro, etc. Nothing important.

Page 7:

Chapter 1: Basic Rules

Contains the fundamental rules on how to play the Yu-Gi-Oh! OCG, as well as practical rules that you’d like to keep in mind.

Basics of Dueling: Page 8

Updated Rules: Page 26

High-Level Rules: Page 28

Pick-Up Rules: Page 34

Page 8:

A lecture for beginners about the basics of the OCG

Basics of Dueling

A “Duel” occurs when you build a Deck to battle your opponent. Here we will explain the things you need to know before and during the Duel:

(1) Necessary items for Dueling (explained in this page)

(2) Victory conditions of a Duel (in page 9)

(3) Flow of the Duel (in page 9)

(4) The Dueling Field (in page 10)

(5) Card Types in the OCG (in page 12)

(6) Procedure of the Duel (in page 16)

(7) Placing Monsters (in page 18)

(8) How to battle (in page 24)

(1) Necessary items for Dueling

Main Deck (40-60 cards)

A bundle of the 3 types of cards: Monsters, Spells and Traps. In most cases, you can build it in any way you want, but up to 3 cards of the same name can be included.

Extra Deck (0-15 cards)

Another bundle of cards that include monsters that can be summoned when certain conditions are met, separate from the Main Deck.

Side-Deck (0-15 cards)

A bundle of cards that includes cards to exchange with the Main Deck and Extra Deck in a Match where two Duels need to be won.

Calculator

Since it can precisely calculate the changes in LP as a result of battle or otherwise, it is useful to prepare one.

Note taking elements

Necessary to keep track of the LP. When the LP change, make sure both players verify them.

Coin/Dice

Since there are cards that involve coin tosses, prepare these if necessary.

Monster Tokens

Prepare as many as these as they are necessary if you use cards that have effects that Special Summon tokens.

Page 9

(2) Victory conditions of a Duel

It’s fundamental to reduce the opponent’s LP to 0!!

If you manage to inflict damage to the opponent by battle or effects so that their LP is reduces to 0, you win. You can also win by making the opponent have 0 cards in their deck or through special cards.

The 3 victory conditions of a Duel!!

(1) If the opponent’s LP are reduced to 0.

(2) If the opponent must draw a card and they are unable to draw a card.

(3) If the conditions for cards that can win the Duel are met.

Attack with monsters!! [Pictured: Lynxlayer]

Inflict damage with card effects!! [Pictured: Ring of Destruction]

(3) Flow of the Duel

Start the Duel with a hand of 5 cards and 8000 LP!!

Draw 5 cards from your Main Deck to begin the Duel. This is your starting hand.

[Pictured: Bittron, RAM Clouder, Cybenet Universe, Mystical Space Typhoon, Compulsory Evacuation Device]

||

\/

Use cards and prepare for battle!!

Summon monsters from the hand and use Spells and Traps to gain advantage!

[Pictured: Exarion Universe (“Summon Monsters!”), Monster Reborn, Mirror Force (“Activate and Set Spells and Traps!!”)]

||

\/

Attack with the summoned monsters!!

Reduce your opponent’s LP by attacking with your monsters!

[Pictured: Exarion Universe (“Attack monsters or the opponent!” => “Reduce the LP to 0 and win!”)]

||

\/

Win by reducing your opponent’s LP to 0!!

By repeatedly battling with monsters, inflict damage and reduce the opponent’s LP to 0 to win!

Page 10

(4) The Dueling Field

[Pictured: the Dueling field, grab your favorite Rulebook]

[1] Main Monster Zones

The place where Normal or Special Summoned monsters are placed in. They are divided in 5 zones and since each monster is placed in 1 of them, the maximum number of monsters that can be placed in the Main Monster Zones is 5.

[Pictured: Marauding Captain]

[2] Spell & Trap Zones (Pendulum Zones)

The place where Spell and Trap Cards are placed in at the time you use them, up to a maximum of 5. The left-most and right-most Zones can also be treated as Pendulum Zones by using Pendulum Monsters as Spell Cards.

[Pictured: Forbidden Lance, Mirror Force, Performapal Drago Remora]

Deck Zone

By placing the Main Deck face-down in this location, players can draw cards and build a hand. The contents cannot be verified in most cases, except when they are verified with an effect.

[Card types that can be included in the Main Deck: Monster Cards (Pictured: Draconet), Spell Cards (United We Stand), Trap Cards (Bottomless Trap Hole)]

Page 11

Extra Deck Zone

The place where monsters that can be summoned using special methods like Link Monsters are placed face-down in. Also, Pendulum Monsters can be added face-up here and be Special Summoned from here during a Duel.

Cards that can be included in the Extra Deck:

•Fusion Monsters •Synchro Monsters

•Xyz Monsters •Link Monsters

•Pendulum Monsters that are sent from the field to the Graveyard during a Duel are not sent to the Graveyard and are added into the Extra Deck face-up instead.

Graveyard

The place where monsters destroyed in battle and Spell and Trap Cards that have already been used are placed in face-up. Cards in the Graveyard can be verified by both players, but you cannot change the order in which cards are have been placed in the Graveyard.

Field Zone

The place where the Field Spell Cards that you activate are placed in. Field Spells are not placed in the Spell & Trap Zones, and they are not included in the 5 cards of the Spell & Trap Zones.

[Pictured: Cybenet Universe]

Extra Monster Zones

The Zone where monsters that are summoned by special methods from the Extra Deck are placed in. There is 1 zone on the left and 1 on the right, but during the Duel, each player uses 1 of them, in most cases. Furthermore, monsters in this zone are not included in the 5 Main Monster Zones.

Other: Banished cards are placed outside of the field

Cards banished by effects are placed outside the field, making sure they do not mix with the cards on the field.

[Pictured: Battle Fader outside the right margin of the Dueling field, “banished!”, “place them so that they do not mix with cards on the field!”]

Page 12

(5) Card Types in the OCG

Card types are divided into 3 major categories

The cards used in the OCG are divided into the 3 major categories of Monster, Spell and Trap Cards. Since there are times effects will ask you to choose a card type, make sure to remember them.

[Not TL note: Here, the cards are pictured with small numbers on each section. This, too, is available in the basic Rulebook]

Monster Cards

The main factor in inflicting damage to the opponent through battle. There are monsters that have effects like Spell or Trap Cards do, and Normal Monsters that do not have effects.

Monster Cards are further explained in the following page!

[Pictured: Performapal Sleight Hand Magician]

Spell Cards

In most cases, these are cards that you can activate immediately from your hand during your Main Phase to cause some effect. Only Quick-Play Spell Cards can be activated during the opponent’s turn as well, providing they are set.

[Pictured: Book of Moon]

Trap Cards

These are cards that are set face-down during your Main Phase and then can be activated since the next turn. Many of them have disruptive effects that can cause sudden changes.

[Pictured: Call of the Haunted]

Page 13

Monsters with Special Summoning requirements

Among monsters, there are those that can be Special Summoned from various locations when special conditions are met. Since there are plenty of powerful monsters, make sure to carefully build your Deck with them.

[Once again, the various components of each card are broken down, but this time in more detail]

Link Monsters

Special Monsters that have Link Arrows. They are Special Summoned from the Extra deck by sending monsters from the field to the Graveyard and performing a Link Summon.

Peculiarities of Link Monsters

•They do not have Levels or Ranks.

•They do not have DEF and cannot be in Defense Position.

•They have Link Arrows.

(1) Link Materials necessary for the Summon

The requirements for the materials that are necessary for the Link Summon. Sometimes the monsters to be used as Link Materials are limited to certain Types or similar.

(2) LINK Rating

The number of Link Arrows that the monster has. The higher this value, the stronger the monster becomes.

(3) Link Arrows

There are monsters with effects that affect the zones or cards that are pointed by the markers.

[Additional information for Pendulum Summons using Link Monsters can be found on Page 20]

[Pictured: Decode Talker]

Pendulum Monsters

They possess the Pendulum Scales necessary to perform a Pendulum Summon. If they would be sent from the field to the Graveyard, they are added to the Extra Deck face-up instead, and they can be Special Summoned from the Extra Deck by a Pendulum Summon.

(1) Pendulum Scales:

The values that are used while performing a Pendulum Summon when this card is placed in a Pendulum Zone as a Spell Card.

(2) Pendulum Effect:

Unlike Monster Effects, these are the effects that are applied only if this card is placed in a Pendulum Zone.

[Pictured: Performapal Handstandaccoon]

How to Perform a Pendulum Summon

Special Summon monsters from the hand whose Levels are between the Pendulum Scales placed in the Pendulum Zones on both ends of the field.

[A dueling field with a Pendulum Monster in each Pendulum Zone, “Set the Pendulum Scales!”, Pictured: Performapal Bot-Eyes Lizard, Performapal Whim Witch, “Special Summon them from the hand or Extra Deck”]

Page 14

Xyz Monsters

These are monsters that can be summoned when you assemble monsters with the same Level on the field. The monsters used materials become Xyz Materials and they are used to apply effects.

(1) Rank:

Xyz Monsters have Ranks instead of Levels and they are treated as monsters without Levels.

(2) Xyz Materials necessary for a Summon

[A cropped “2 Level 4 monsters” is used as an example]

How to Xyz Summon

Declared an Xyz Summon by assembling monsters with the same Level. Stack the material monsters and stack an Xyz Monster from the Extra Deck on top of them to Xyz Summon it!

[Pictured: Castel, the Skyblaster Musketeer. Then, Ariel, Priestess of the Nekroz and Spiritual Beast Tamer Winda, with the former being placed on top of the other, and then Castel being placed on top of those. “Stack the materials”, “Xyz Summon!”]

Synchro Monsters

These are monsters that can be summoned using Tuners and non-Tuner monsters on the field as materials. There are various material requirements among Synchro Monsters, like Types and Attributes or the number of monsters.

(1) Synchro Materials necessary for a Summon

[A cropped “1 Tuner + 1 or more non-Tuner monsters”]

How to Synchro Summon

Send the Synchro Materials from the field to the Graveyard and Special Summon a Synchro Monster from the Extra Deck whose Level equals the sum of their Levels.

[Pictured: Coral Dragon, “Tuner” Galaxy Serpent + “non-Tuner monster” Photon Thrasher, “send the Materials to the Graveyard => Coral Dragon “Synchro Summon!”]

Page 15

Fusion Monsters

These are monsters that can be summoned by a Fusion Summon using the Polymerization Spell and Fusion Materials. Unlike Xyz and Synchro Summons, these can be Summoned using materials not just from the field but from the hand as well.

(1) Fusion Materials necessary for a Summon

[A cropped “2 ‘Ancient Gear’ monsters”]

How to Fusion Summon

Activate a Polymerization Spell or something similar, send the necessary Fusion Material monsters for the Summon from the hand or field or otherwise to the Graveyard and Special Summon from the Extra Deck.

[Pictured: Ancient Gear Howitzer, Ancient Gear Wyvern and Ancient Gear Knight (“Material Monsters”) + Polymerization (“Polymerization Spell”) => Ancient Gear Howitzer “Fusion Summon!”]

[TL note: “Polymerization Spell” is being used here for 融合魔法, Fusion Spell, as Polymerization’s JP name is plainly “Fusion”. This, of course, means a Spell that acts like Polymerization without necessarily being named “Polymerization”, but it doesn’t translate as well.]

Ritual Monsters

These are monsters that can be Summoned from the hand by Ritual Spells or similar. In most cases, it is necessary to Tribute monsters according to the Level of the monster that would be Summoned, but there may also be requirements for the tributes written in the Ritual Spell.

(1) Levels necessary for the tribute

[Pictured: a crop of 7 Level stars]

How to Ritual Summon

Activate a Ritual Spell, Tribute monsters on the hand or field to meet the requirements specified in the Ritual Spell Card and Special Summon!

[Pictured: Sauravis, the Ancient and Ascended, Miscellaneousaurus and Wightprincess “tribute” + Sprite’s Blessing “Ritual Spell” => Sauravis, the Ancient and Ascended “Ritual Summon!”]

Page 16

(6) Procedure of the Duel

Remember the flow of the game!

Here we will explain how the Duel flows in most cases. After the Duel preparations are over, both players take turns, using their cards to progress through the Duel.

Duel Preparation 1: First greet your opponent!

Duel Preparation 2: Shuffle your Deck

Duel Preparation 3: Cut the opponent’s Deck

Duel Preparation 4: Decide who goes first via rock-paper-scissors

Duel Preparation 5: Draw 5 cards from your Deck

After the preparations are over, start the Duel!!

[1] Draw Phase

The phase in which you draw a card from your Deck. However, keep in mind that the player who goes first cannot draw a card during their first turn at the beginning of the Duel.

Remember that the player who goes first cannot draw a card during their first turn!

[Pictured: Bittron, being drawn from a Deck. “Draw a card!”]

||

\/

[2] Standby Phase

Usually nothing special happens in this Phase and you simply proceed to Main Phase 1, but if someone wants to activate a Quick-Play Spell or Trap before Main Phase 1, they can do so now. There are also effects that are used during this phase.

||

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[3]Move to Main Phase 1!

Page 17

[3] Main Phase 1

This is the phase where you can Summon monsters or set up the tactics to activate Spells and Traps. After the player who goes first ends the Main Phase 1 of their first turn, they proceed to the End Phase.

[Pictured:Mystery Shell Dragon, RAM Clouder]

•Summon or Special Summon monsters

•Activate the effects of monsters

[Pictured: Book of Moon]

Activate or set Spells or Traps

[Pictured: Exarion Universe, vertical <=> horizontal]

Change the battle positions of monsters

||

|| If you do not want to conduct your Battle Phase, move to End Phase!

\/

[4] Battle Phase

This is the phase where you start attacking with your Summoned monsters and inflict damage to the opponent. If you reduce the opponent’s LP to 0, you win! Also, remember that the player who goes first cannot conduct their Battle Phase during their first turn.

Details on how to battle are explained in page 24 =>

[Pictured: Lynxlayer => Marauding Captain, “Attack with your summoned monsters!”]

||

\/

[5] Main Phase 2

Can only be conducted after ending the Battle Phase. This phase is fundamentally the same as Main Phase 1, but remember that if you Normal or Pendulum Summoned during Main Phase 1, you cannot perform those during Main Phase 2!

||

\/

[6] End Phase

Resolve the effects that activate or apply during this phase. Then if your hand has 7 or more cards, discard until it has 6 cards and end the turn.

[Pictured: a hand composed of 7 cards, with the 7th slot being removed, “discard until it is reduced to 6”]

||

\/

<>Move towards the [1] step of the opponent’s turn!!

Page 18

(7) Normal and Special Summoning monsters

Normal Summons and Special Summons

You can perform 1 Normal Summon turn and any number of Special Summons for which you meet the requirements. However, you can only perform 1 Pendulum Summon per turn, despite being a Special Summon.

Only possible once per turn:

Normal Summoning a Level 4 or lower monster

A form of Normal Summoning/Setting. A Level 4 or lower monster can be placed from your hand in face-up Attack Position.

[Pictured: Exarion Universe being placed vertically in a Monster Zone, “Normal Summon from the hand in face-up Attack Position!”]

Setting

A form of Normal Summoning/Setting. A monster can be placed from the hand on the field in face-down Defense Position.

[Pictured: A monster in face-down Defense Position. “Set from the hand in face-down Defense Position”]

[Pictured: Marshmallon in Defense Position. “you cannot Normal Summon in face-up Defense Position”]

Normal Summoning a Level 5 or higher monster (Tribute Summon)

If a Level 5 or higher monster would be Normal Summoned, 1 monster needs to be tributed for Level 5-6 monsters and 2 monsters need to be tributed for Level 7 monsters in order to Normal Summon them or set them. This is called a Tribute Summon.

[Pictured: Bittron being moved from a Monster Zone to the Graveyard, “tribute a monster from the field” => Pictured: Lynxlayer => “Tribute Summon from the hand”, pictured: Lynxlayer in a Monster Zone, Bittron in the Graveyard”]

What is Tributing?

Sending a monster from the hand or field to the Graveyard for a Tribute Summon or to activate effects is called Tributing.

Pendulum Summoning

This is a Summoning method that can Special Summon up to a maximum of 6 monsters simultaneously from the hand or Extra Deck. It can only be performed once per turn, like a Normal Summon.

[Pictured: Supreme King Servant Dragon Darkwurm, “Pendulum Monster”, explained in detail in page 97]

Battle positions of monsters

There are 3 battle positions for monsters: face-up Attack Position, face-up Defense Position and face-down Defense Position.

[Pictured: Beast King Barbaros, vertical, horizontal, and a horizontal face-down card, representing these positions]

Page 19

Possible any number of times per turn!

Flip Summon

Changing a face-down Defense Position monster to face-up Attack Position is called a Flip Summon. Keep in mind a Flip Summon is not a Normal Summon nor a Special Summon.

[Pictured: A horizontal face-down card, “change from face-down” => pictured: Marshmallon, “to face-up Attack Position”, explained in page 103]

Battle position changes

You can only change the Battle Position of each of your monsters once per turn in the ways that are approved ([V]) in these examples:

[V] Change from face-up Attack Position to face-up Defense Position.

[V] Change from face-down Defense Position to face-up Attack Position.

[X] Change from face-up Attack Position to face-down Defense Position.

[X] Link Monsters cannot be in Defense Position.

[Pictured: Monster cards switching to the described positions]

Special Summoning

Link Summoning

A Special Summon that summons a Link Monster from your Extra Deck by assembling the listed number of face-up monsters on your field.

[“Explained in detail in page 99!”]

Xyz Summoning

A Special Summon that Summons an Xyz Monster from the Extra Deck by assembling face-up monsters with the same Levels on your side of the field.

[“Explained in detail in page 94!”]

Synchro Summoning

A Special Summon that summons a Synchro Monster from the Extra Deck by adding the Levels of Tuner and non-Tuner monsters as Materials.

[“Explained in detail in page 90!”]

Fusion Summoning

A Special Summon that Summons a Fusion Monster from the Extra Deck by using the appropriate Polymerization Spell for each Fusion Monster using Fusion Materials.

[“Explained in detail in page 87!”]

Ritual Summoning

A Special Summon that Summons Ritual Monsters, by activating the corresponding Ritual Spell (or similar) for each Ritual Monster, Tributing monsters with the appropriate Levels.

[“Explained in detail in page 85!”]

Special Summons by card effects

A Special Summon as a result of a monster’s own effects by meeting requirements, or by monster effects that Summon other monsters, Spells or Traps.

[“Explained in detail in page 101!”]

Page 20

Change the strategies of Dueling!

Learn about Link Summoning!!!

In order to summon the Link Monsters that bring new strategies to Dueling, it is necessary to have the materials that meet each of their requirements.

[Pictured: Decode Talker, with the following numbers highlighting parts of the card]

[1] Requirements of the materials

Only monsters that meet the requirements written in the effect text can be used as materials. It is also necessary to have the number of materials that is written.

[2]Necessary number of materials

[LINK-3] = 3 Link Materials

The “LINK Rating” indicates the number of Link Arrows. While performing a Link Summon, it is necessary to use a number of monsters that meet the requirements equal to the LIN Rating as Link Materials.

How to Link Summon

[1] Assemble the materials on the field

First of all, assemble a number of monsters on the field equal to the LINK Rating which meet the material requirements designated by the Link Monster that you wish to summon.

[Pictured: 3 effect monsters on the field]

Send the materials to the Graveyard and Link Summon!!

By sending the materials on the field to the Graveyard, place the Link Monster from the Extra Deck into the Extra Monster Zone. This is a Link Summon.

[Pictured: The previous 3 effect monsters being moved to the Graveyard, Decode Talker being placed in the Extra Monster Zone, “From the Extra Deck to the Extra Monster Zone”]

Page 21

Link Monsters can also be used as Link Materials!!

Use the LINK Rating as materials!

If a Link Monster on the field would be used as a material, it can be used as a number of materials equal to that monster’s LINK Rating. For example, LINK Rating 2 becomes 2 materials. By properly managing your Link Monsters you can summon powerful monsters.

[Pictured: Honeybot, “Since it is a LINK Rating 2, it becomes 2 materials!!”]

Pay attention!

Material requirements must be met

If “2 or more Effect Monsters” is written, at least 2 monsters minimum must be used.

[Pictured: “2 or more Effect Monsters”, “LINK Rating 2 + 1 monster”, Honeybot, Beast King Barbaros [V] Link Summon is possible. “1 LINK Rating 3 monster” Decode Talker, [X] Link Summon is not possible]

Let’s put Linking to use!

Linking can create various effects

If there is a monster where a Link Arrow is pointing, this is called “being linked”. Link Monsters can use various effects by being linked.

[Pictured: “Being Linked”: Honeybot => Souleating Oviraptor, “A situation where the Link Arrow points in one direction. The monster that is being pointed does not need to be a Link Monster”]

[Pictured: “Co-Link”: Honeybot => <= Honeybot,”A situation where the Link Arrows point to each other. There are effects that can only be used in this situation”]

Point: Linking to the opponent’s field…

Monsters that have Link Arrows that point upwards can also link to monsters that the opponent controls. Even in that case, providing there’s a particular effect, they are considered to be in a linked state.

[Pictured: Decode Talker pointing upwards to a Cyber Dragon that the opponent controls, “If a Decode Talker, which has a Link Arrow that points upwards, is in a linked state with opponent’s monster, its effect is applied and its ATK is increased.”]

Page 22

Putting Link Arrows to use

Summon Monsters from the Extra Deck!!

In most cases, Extra Deck monsters can only be summoned in the extra Monster Zone, however, they can also be summoned to the Main Monster Zones by using Link Arrows.

[Pictured: “Extra Deck monsters:” Performapal Gatlinghoul, “Fusion”, Shiranui Sunsaga, “Synchro”, Zoodiac Tigermortar, “Xyz”, Performapal Drago Remora, “Pendulum”, “if they are added to the Extra Deck face-up”]

[Pictured: A dueling field with the Extra Monster Zone being highlighted, with an arrow flowing from the Extra Deck Monsters chart into the zone, “It is only possible to Special Summon in the Extra Monster Zone”]

Extra Deck monsters including Link Monsters are summoned in the Extra Monster Zone. The same goes for Pendulum Monsters that are destroyed on the field and added to the Extra Deck.

Summon in the Main Monster Zone

Summon from the Extra Deck by setting up Link Arrows!!

Providing you summon a Link Monster to the field, it becomes possible to also summon monsters from the Extra Deck into a Main Monster Zone pointed by the Link Arrows.

It also affects the opponent’s field!

If there is a monster that has a Link Arrow that points upwards, the opponent becomes able to Special Summon from the Extra Deck in the zone pointed by that Link Arrow.

[Pictured: Decode Talker pointing to an opponent’s Shiranui Sunsaga, “it is also possible for the opponent to Special Summon”]

First, summon a Link Monster to the Extra Monster Zone, then summon monsters from the Extra Deck in where those Link Arrows point to.

[Pictured: Decode Talker in the Extra Monster Zone, Metalfoes Crimsonite in the Main Monster Zone to its lower right, “Fusion Summon!”, Honeybot to its lower left, “Link Summon!”, and Assault Blackwing – Sayo the Rain Hider to the left of Honeybot, “Synchro Summon!”]

Page 23

Putting the Extra Link to use

Connect the Co-Links and use the two Extra Monster Zones!!

When all the monsters from one Extra Monster Zone until the Extra Monster Zone in the other side are Co-Linked, this is called Extra Link. It is the only way to use both Extra Monster Zones.

[Pictured: A Dueling Field where all monsters from one Extra Monster Zone to the other are Co-Linked, “All Co-Linked!!”]

Summon a monster in the other Extra Monster Zone!

Normally you can only use only 1 of either Extra Monster Zone, but if you summon Link Monsters to complete an Extra Link, you can also summon monsters in the other Extra Monster Zone.

Special Summoning from outside the Extra Deck

Special Summons from the Graveyard or from being banished go into the Main Monster Zones!

If a Link Monster or similar would be Special Summoned from the Graveyard, it is not placed in the Extra Monster zone and is placed in the Main Monster Zone instead. By freely Special Summoning from the Graveyard, Extra Deck Monsters can be deployed once again.

[Pictured: Decode Talker in the Extra Monster Zone => Graveyard, “destroyed and sent to the Graveyard”. Decode Talker in the Graveyard => Main Monster Zone, “Special Summon to a Main Monster Zone!!”, Monster Reborn, “Special Summon”]

Page 24

(8) How to battle

Attack repeatedly and reduce your opponent’s LP to 0!

The results of battling, a fundamental way to reduce LP, are determined by the battle positions of monsters. Keep an eye on the status of the opponent’s field to effectively inflict damage.

[1] Basics of the Battle Phase 1: You can attack once with each of your monsters!

[2] Basics of the Battle Phase 2: The results of a battle vary according to the battle positions of your opponent’s monsters!

If an opponent’s Attack Position monster is attacked

[Pictured: your Lynxlayer and the opponent’s Marauding Captain, “compare your ATK (2000) with the opponent’s ATK (1200)]

If your ATK is higher

•Inflict the difference with the lower ATK to the opponent’s LP.

•The opponent’s monster is destroyed and sent to the Graveyard.

[Pictured: Lynxlayer, “victory & damage to the opponent!!”]

If the opponent’s ATK is higher

•You take damage equal to the difference with the lower ATK.

•Your monster is destroyed and sent to the Graveyard.

[Pictured: Photon Thrasher, “defeat & you take damage!!]

If your ATK is equal to the opponent’s ATK

•Both monsters are destroyed and neither player takes damage.

[Pictured: Lynxlayer and Mystery Shell Dragon, “both are destroyed & no damage!!”]

Page 25

If the opponent’s monster is in Defense Position

[Pictured: Your Honeybot and the opponent’s Sangan, “Compare your ATK (1900) with the opponent’s DEF (600)”]

If your ATK is higher

•Neither player takes damage.

•The opponent’s monster is destroyed and sent to the Graveyard.

[Pictured: Honeybot, “victory and no damage!”]

If the opponent’s DEF is higher

•You take damage equal to the difference with the DEF.

•Neither monster is destroyed.

[Pictured: Bittron, “neither monster is destroyed and you take damage!”]

If your ATK is equal to the opponent’s DEF

•Neither monster is destroyed and neither player takes damage.

[Pictured: Honeybot, Exarion Universe, “neither monster is destroyed and no damage occurs]

If the opponent controls no monsters

[Pictured: Decode Talker => “the opponent has no monsters”, “your ATK (2300)”, “attack the opponent directly”]

Inflict your ATK as damage!!

•The ATK of the monster is inflicted to the opponent’s LP as damage.

[Pictured: Decode Talker again, “try to inflict big damage through a direct attack!”]

The Battle Phase is divided in 4 steps.

Detailed information about the Battle Phase can be found in page 184!!

Page 26

Updated Rules

This is a compilation of the rules that have been revised with the introduction of Link Monsters and Link Summons. Note that there have been big changes in how monsters are Special Summoned from the Extra Deck.

[1] Changes in the Dueling Field

Extra Monster Zones

Monsters from the Extra Deck are Special Summoned in this newly established zone. Following this, the zones previously called “Monster Zones” are now called Main Monster Zones.

Normally only one of the two zones can be used

You can summon monsters in either Extra Monster Zone and the opponent can only summon monsters in the other Extra Monster zone.

[Pictured: A revised Dueling Field, with the previous segment highlighting the Extra Monster Zones, and the following highlighting the Pendulum Zones]

Pendulum Zones

If Pendulum Monsters are activated as Spell Cards, they are placed in the left-most and right-most Spell & Trap Zones, and by placing Pendulum Monsters in those zones, they are treated as Pendulum Zones.

[Pictured: Supreme King Servant Dragon Darkwurm in the Spell & Trap Zone next to the Deck Zone, “By placing a Pendulum Monster, it becomes a Pendulum Zone!!”]

Page 27

[2] Special Summoning monsters from the Extra Deck

In most cases, Monsters from the Extra Deck can only be Special Summoned in the Extra Monster Zone, and if they are Special Summoned from outside the Extra Deck they are Special Summoned in the Main Monster Zones.

[Pictured: A dueling field, Metalfoes Crimsonite being summoned from the Extra Deck, “From the Extra Deck into the Extra Monster Zone”, Zoodiac Tigermortar being summoned from the Graveyard, “From the Graveyard into a Main Monster Zone”]

[3] Changes in card text

Some effect texts have been updated even outside of Link Monsters. Even if the texts have changed, the rules they follow have not.

[TL note: The following section obviously deals with the way texts are written in Japanese and may have no effect in TCG texts]

“このカード名の効果は１ターンに１度”

(lit. “the effect of [a card with] this card name can only [be activated/used] once per turn”)

The activation requirements that have so far listed the card name have now been unified into “this card’s name”.

[Pictured: RAM Clouder]

Just like usual, if it is sent to the Graveyard its effect can only be used once per turn.

Extra Monster Zone

Text referencing the Extra Monster Zone that did not exist until now has been introduced.

[Pictured: Cybenet Universe]

This is a Field Spell that has an effect that sends all monsters in the Extra Monster Zones to the Graveyard.

リンク先

Meaning “next to the Link Arrow(s)”, this allows the application of various effects.

[Pictured: Honeybot]

This is a Link Monster that has an effect that protects the monsters next to the its links from effects and battle.

Page 28

High Level Rules

Here we will introduce rules that one may easily misunderstand while Dueling. These are rules that you will want to remember when participating in tournaments or events.

Card activation and effect activation

Explained in detail in page 130!

While “activating an effect” by using a card that starts a chain, there are distinctions with “activating a card” by placing a Spell or Trap face-up.

Activating a card

>When the card is placed face-up on the field

[Pictured: Book of Moon, “activate from the hand!”, Bottomless Trap Hole being flipped face-up, “activate from being face-down”]

Negating the activation of a card

Cards that can be activated “when a card is activated” cannot be used “when an effect is activated.”

[Pictured: Dark Bribe]

Activating an effect

>When the effect of a card that is already face-up is activated

[Pictured: RAM Clouder, “monster effects”, Invocation, “effects that activate in the Graveyard, Supply Squad, “activation of effects of Spell or Traps that are face-up”]

Negating the activation of an effect

Cards that can be used “when an effect is activated” can be activated when a “card” or “effect” is activated.

[Pictured: Ash Blossom & Joyous Spring]

Page 29

Activation timing of triggered effects

“Explained in detail in page 134!”

In cases where the activation timing occurs during a chain or the resolution of an effect, there are cards that cannot be activated and cards that can be activated afterwards.

General rule: Cards and effects cannot be activated during a resolution

During the resolution of a chain

[Pictured: “Chain link 2”, Call of the Haunted, ====Cannot activate in this period====> Book of Moon, “Chain link 1”]

Even if an activation timing occurs during the period between the beginning of the resolution of the chain link 2 effect and before the resolution of the chain link 1 effect, cards and effects cannot be activated until the entire chain ends.

While performing a Special Summon

[Pictured: “Materials are sent to the Graveyard” Galaxy Serpent, Draconet, ====Cannot activate in this period====> Superheavy Samurai Swordmaster Musashi, “Synchro Summon”]

Even if an activation timing occurs at the time the materials for a Synchro or Fusion Summon are sent to the Graveyard, cards and effects cannot be activated until that Synchro or Fusion Monster is placed on the field.

Effects that activate after a resolution

[TL Note: This section differentiates between “when” and “if” effects respectiviously using their Japanese formatting]

～～発動する

([TL note: “when…”]]

Effects that are activated mandatorily must be activated after a chain or effect finishes resolving.

[Pictured: Petiteranodon]

場合～～発動できる

([TL note: “if…you can”]]

You can choose to activate these effects or not in a new chain after a chain or effect finishes resolving.

[Pictured: Star Seraph Sovereignty]

時～～発動できる

([TL note: “when…you can”]

Effects that can only be activated at a specific timing are unable to activate even after the resolution is over.

[Pictured: Chaofeng, Phantom of the Yang Zing]

Page 30

Costs and effect resolutions

[“Explained in detail in page 131!”]

Effect texts list the activation requirements for that effect and the necessary costs as well as the actual effects that will resolve after the activation.

[Pictured: RAM Clouder, with the tributing cost and the actual effect highlighted separately]

Text example:

Costs and requirements before activation

Actions like discarding from the hand or tributing monsters that are necessary to activate the effect are costs.

Effect resolution after the activation

After meeting the requirements and paying the costs, perform the resolution that is written. This is the actual effect.

Costs

Keep in mind that cards that are sent from the Deck, hand or field to the Graveyard are not treated as being to the Graveyard by a card effect.

[Pictured: Lunalight Kaleido Chick => Lunalight Crimson Fox, “since it is a cost, it does not activate”]

Since the first effect of Lunalight Crimson Fox cannot be activated if it is not sent to the Graveyard by an effect, it cannot be activated either if it is sent there as a cost.

Effect resolutions

Cards sent to the Graveyard by the resolution of an effect are treated as “being sent to the Graveyard by a card effect” and they are able to activate all sorts of effects.

[Pictured: Superior Polymerization => Lunalight Crimson Fox, “since it is an effect, it activates”]

Since being sent to the Graveyard for a Fusion Summon is being sent to the Graveyard by a card effect, the first effect of Lunalight Crimson Fox activates.

Page 31

Effect that target / Effects that do not target

[“Explained in detail in page 136!”]

There are effects that select the targets that will be affected by the effect before the effect resolution as well as effects that decide which cards to affect during the effect resolution.

Effects that target

The effects that select the cards that will be targeted upon the activation of the effect and before the effect resolution, which will affect the targeted cards during the effect resolution providing the activation succeeds are “effects that target”. If a target is selected, that target will not be affected if it is moved to a different location by the time of the effect resolution.

[Pictured: Mystical Space Typhoon => Supply Squad, “target 1 Spell or Trap Card and activate!”]

Effects that do not target

Dark Hole

Effects that affect an unspecified number of cards like all cards on the field do not target.

[Pictured: Dark Hole, “affects all monsters on the field”]

Trishula, Dragon of the Ice Barrier

Effects that do not target before the activation and that choose cards after the activation do not target.

[Pictured: Trishula, Dragon of the Ice Barrier, “chooses cards at the time of resolution”]

Souleating Oviraptor

In cases where effects affect cards in the hand, Deck or other non-public locations, they do not target either.

[Pictured: Souleating Oviraptor, “affects cards in the Deck or hand”]

Page 32

Resolving a chain

[Explained in detail in page 138!]

If a card is activated in response to a single card or effect, a chain is formed. Let’s understand the resolution of chains.

When multiple cards or effects are activated in the same timing, a chain is built

If multiple cards are activated at a a specific timing like at the start or end of a particular phase, at an attack declaration or when a card is moved, they are activated building a chain. There are rules to building and resolving a chain.

[Pictured:

“Attack declaration => Call of the Haunted, “want to activate”

|=> Mirror Force, “want to activate”

A chain is formed!]

Spell Speeds

All effects that activate have a set speed called Spell Speed. Remember that you cannot chain to an effect of faster speed in most cases.

Spell Speed 1: Spells other than Quick-Plays / Pendulum Effects / Monster Effects other than Quick Effects.

[Pictured: Exarion Universe, “cannot chain => (towards SS2 effects)”]

Spell Speed 2: Quick-Play Spells / Normal Traps / Continuous Traps / Quick Effects of monsters

[Pictured: Effect Veiler, ” cannot chain”]

Spell Speed 3: Counter Traps

[Pictured: Solemn Strike, “(towards SS2 effects) <= can chain"]

Priority to activate cards

In most cases, the player who can activate cards first during a specific timing is the turn player. This privilege is called the priority to activate effects, and if a player renounces this privilege, it passes to the other player.

>In most cases, the turn player has it.

>If an effect is activated, it passes to the opponent.

[Explained in detail in page 181!”]

Page 33

Example of a chain resolution

Cards that are activated later are resolved first

A chain is built with the earliest effect that is activated as chain link 1, followed by chain link 2, and then link 3, then it is resolved starting with the lastest activated card.

[Pictured: “activate”, “chain link 1” Marauding Captain => “activate”, “chain link 2” Book of Moon => “activate”, “chain link 3” Dark Bribe]

||

\/

If there is nothing else to be activated further, begin resolving

[Pictured: “resolve”, “chain link 1” Marauding Captain >= “resolve”, “chain link 2” Book of Moon <= "resolve", "chain link 3" Dark Bribe] <=

How to build chains with effects that activate simultaneously

If effects are activated simultaneously in a particular timing, they form a chain according to priority rules even if they are Spell Speed 1 effects. For effects with the same priority level, the effects of the turn player are activated first.

Priority level high

Effects that activate mandatorily

The mandatorily activated effects of cards that exist face-up activate with the hightest priority.

[Pictured: Gem-Knight Aquamarine]

||

\/

Priority level medium

Optionally activated public cards

Effects that activate optionally of cards in the Graveyard or of cards that are face-up on the field.

[Pictured: Giant Rat]

||

\/

Priority level low

Non-public cards

Cards that activate in the hand or other non-public locations have the lowest priority level.

[Pictured: Yellow Baboon, Archer of the Forest]

Page 34

Pick up rules that are often mistaken!!

Pick Up Rules

Here we will explain rules that you would like to remember of highly used cards and cards rules that are often mistaken.

Pick Up Rule [1]

Effects to which Ash Blossom & Joyous Spring can be activated in a chain

[Pictured: Ash Blossom & Joyous Spring]

Basic rules for Ash Blossom & Joyous Spring:

•Since this is not an effect that negates activations, it cannot be activated during the Damage Step.

•This effect does not target, it can be activated in a chain immediatly to the activation of a Spell or Trap Card, the activation of a Spell or Trap Card effect, or the activation of a monster effect that includes any of the “•” effects.

•This effect cannot be activated in a chain to the activation of a monster effect that sends cards from the Deck to the Graveyard a cost like Card Trooper.

•This effect cannot be activated in response to an effect that Special Summons from the Extra Deck, that adds cards from the Extra Deck to the hand, or that sends cards from the Extra Deck to the Graveyard.

Examples of effects to which the effect of Ash Blossom & Joyous Spring can be activated in response:

Examples of cards that have effects that add cards from the Deck to the hand:

-Maxx “C”

-Pot of Desires

-Book of Eclipse

-Terraforming

-Dark Magical Circle

-Wavering Eyes

Examples of cards that have effects that Special Summon from the Deck:

-Sage with Eyes of Blue

-Inferno Reckless Summon

-Tour Guide From the Underworld

-A Hero Lives

-Interrupted Kaiju Slumber

-Reasoning

Examples of cards that have effects that send cards from the Deck to the Graveyard:

-Vision HERO Vyon

-Advanced Ritual Art

-Raiden, Hand of the Lightsworn

-Shaddoll Fusion

-Foolish Burial

-That Grass Looks Greener

•Even if a card like Shaddoll Fusion or Wavering Eyes whose effect varies depending on the state of the field is activated, if they include one of the “•” effects listed in Ash Blossom & Joyous Spring, the effect of Ash Blossom & Joyous Spring can be activated.

Page 35

Pick Up Rule [2]

Rules for the new text of Future Fusion

Let’s explain the text differences and rules that you would like to remember for the new text updated in December 2016 for Future Fusion.

[Pictured: Future Fusion]

New text [applying since 12/17/2016]:

During your 1st Standby Phase after this card’s activation: Show 1 Fusion Monster in your Extra Deck and send the Fusion Materials listed on it from your Main Deck to the Graveyard. During your 2nd Standby Phase after this card’s activation: Fusion Summon 1 Fusion Monster from your Extra Deck with the same name as the monster you showed, and target it with this card. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.

>Main changes:

•The effect is not resolved at the point in which the card is activated. During your first Standby Phase after activation, the (1) effect activates, a Fusion Monster is chosen and Fusion Materials are sent from the Deck to the Graeveyard.

•The effect that Special Summons the Fusion Monster during the Standby Phase of the second turn after activation was changed from being an effect that does not activate to an effect that starts a chain.

•The Fusion Monster to be Special Summoned is not chosen at the time the card is activated, it is chosen while resolving the (1) effect.

•The (2) effect activates mandatorily during your second Standby Phase after activation and it continuously targets the Special Summoned Fusion Monster.

•The part of the effect that destroys the monster if Future Fusion leaves the field and the part of the effect that destroys Future Fusion if the monster is destroyed do not start a chain when they are applied and they are also applied during the Damage Step.

•If Future Fusion is no longer on the field after being activated but before the (1) effect is activated, the (1) or (2) effect do not activate or resolve.

•If Future Fusion is no longer on the field after resolving the (1) effect but before activating the (2) effect, the (2) effect does not activate or resolve.

Page 36

Pick Up Rule [3]

Rules for Necrovalley’s “effects that affect the Graveyard”

[TL note: Necrovalley is the only card that uses the term 及ぶ, “that extends”, to the Graveyard, here translated as “affect”. TCG texts have instead explicitly listed which actions are not allowed under Necrovalley]

The Field Spell Necrovalley which has effects that concern the Graveyard. Let’s explain rules that you would like to remember about them, particularly “effects that affect the Graveyard.”

[Pictured: Necrovalley, highlighting the Graveyard-related effects]

•For effects that target cards in the Graveyard to return them to the Deck or Special Summon them like Pot of Avarice or Junk Synchron as well as effects to Special Summon themselves from the Graveyard like Treeborn Frog or Glow-Up Bulb, since these are effects that are determined to affect cards in the Graveyard at the time of their activation, these effects are negated.

•For effects like Dragon’s Rebirth which choose to affect cards in the Graveyard or cards outside the Graveyard at the time of their resolution, in most cases they resolve properly if you choose the cards outside the Graveyard. If at the time of the resolution there are no relevant cards in the location outside the Graveyard, so that only the cards in the Graveyard can be chosen, that effect does not resolve.

[Pictured: Crystron Entry]

•For effects like Crystron Entry that Special Summon monsters from the Graveyard and outside the Graveyard simultaneously, they are also treated as “effects that affect the Graveyard” and neither the monsters from the Graveyard nor outside the Graveyard are Special Summoned.

•For effects that activate in the Graveyard and Special Summon monsters from outside the Graveyard like Mystic Tomato or effects that target monsters in the Graveyard only to reference their information like Windwitch – Crystal Bell, these effects are not treated as “effects that affect cards in the Graveyard.”

Page 37

Pick Up Rule [4]

Cards whose effect texts are read differently while adjusted to the new Master Rules

Let’s introduce 10 cards whose effect texts have been revised for the new Master Rules that are applied since 03/25/2017 and how to read them.

Effects that now designate Main Monster Zones for zones or fields

Cards with effects that designate Monster Zones without specifying a player or that change the positions of monsters have had their texts changed.

[TL note: At this time, none of these 3 cards have had their texts updated with these changes in the TCG]

[Pictured: Ground Collapse]

“Activate by choosing 2 unused Monster Card Zones.”

=>”Activate by choosing 2 unused Main Monster Zones.”

[Pictured: Zany Zebra]

Monster Effect:

“You can activate this effect by choosing 1 unused Monster Zone or Spell & Trap Zone.”

=>”You can activate this effect by choosing 1 unused Main Monster zone or Spell & Trap Zone.”

Pendulum Effect:

“You can activate this effect by choosing 1 unused Monster Zone or Spell & Trap Zone.”

=>”You can activate this effect by choosing 1 unused Main Monster zone or Spell & Trap Zone.”

[Pictured: Magical Hats]

“Shuffle them with a monster on your field and set them in face-down Defense Position.”

=>”Shuffle them with a monster on your Main Monster Zones and set them in face-down Defense Position.”

[“The list of cards with revised texts is published in the next page!”]

Page 38

[TL note: At this time, none of these cards have had their texts revised in the TCG]

Cards that have changed “Monster Zone” or “Monster Card Zone” to “Main Monster Zone”:

-Ground Collapse

-Numbing Grub in the Ice Barrier

-Number 57: Tri-Head Dust Dragon

-Zany Zebra (Both its Monster Effect and Pendulum Effect have been revised)

-Needle Wall

Cards that have changed “field” or “on the field” to “Main Monster zone”:

-Shifting Shadows

-Wandering Mummy

-Magical Hats

Regarding the text update of Blasting Fuse

[Pictured: Blasting Fuse]

The part of the activation requirements that read “if there are cards on your field and the opponent’s field in this column” has been changed to “if there are cards on the field in this column.” If this card is used in a column where there is an Extra Monster Zone, there needs to be cards in all of your and the opponent’s zones for a total of 5.

“Activate if there are cards on your field and the opponent’s field in the column in which this card is set.”

=>”Activate if there are cards on the field in the column in which this card is set.”

Regarding the text update of Darkness Approaches

The part of the effect resolution that read “flip it face-down without changing its Battle Position” has been changed to “change it to face-down Defense Position.” Until now, if this was used by targeting a face-up Attack Position monster it would be changed to a unique face-down Attack Posisition, but with the current revision the effect resolution has been consolidated.

“Target 1 face-up monster; flip it face-down but do not change its Battle Position.”

=> “Target 1 face-up monster; change it to face-down Defense Position.”

Page 39

Chapter 2

Itemized explanations for the contents of the new Master rules. Aim to increase your comprehension and become an advanced player.

New Master Rules

1. Outlines of the OCG: Page 40

2. The field for Dueling: Page 44

3. Cards: Page 54

4. Card Effects: 126

5. Text that is not an effect: Page 175

6. Progress of the game: Page 180

7. Tournament Rules: Page 197 [Not doing this one, it’s a very basic rundown of some tournament policies, and these vary depending on the tournament, the region, etc.]

[This section uses a small graphic of 6 hexagons to show the difficulty of each item. There are no graphics here, so just infer that a topic like “? ATK” is a more difficult topic than just the basic understanding of ATK/DEF, specially since they are written in that order]

Page 40

[1] Outline of the OCG

1.1 What is a Duel?

•The Yu-Gi-Oh! Duel Monsters Official Card Game (from now on “OCG”) is a game generally played by 2 people. Deciding the first victory and defeat by the rules of the OCG is called a “Duel”.

•A game in the OCG fundamentally consists of performing a Match, in which a maximum of 3 Duels are performed, and where the first player to win twice is the overall winner.

1.2 Items necessary for Dueling

•When conducting a Duel, it is necessary for each player to prepare a Main Deck that uses OCG cards, as well as dice, a coin, tokens, counters and similar items to resolve their card effects as well as paper and something to write to keep track of their LP.

Main Deck

•A Main Deck is the bundle of cards that you use in a Duel.

•A Main Deck must have from 40 to 60 cards.

•Cards from the Extra Deck and Side-Deck are not included towards the number of cards in the Main Deck.

•Fusion, Synchro, Xyz and Link Monsters cannot be included in the Main Deck, and are included in the Extra Deck instead.

[Pictured: Starving Venom Fusion Dragon, “Fusion Monster”, Clear Wing Synchro Dragon, “Synchro Monster”, Dark Rebellion Xyz Dragon, “Xyz Monster”, Decode Talker, “Link Monster”]

•Only 3 copies of cards with the same name can be included in the Main Deck, Extra Deck and Side-Deck.

Page 41

Definition of cards with the same name

•Cards with the same name are cards with the same name as other cards.

•Even if the illustration, rarity or card number is different, if the card name of each card is the same, they are treated as cards with the same name.

•If cards with an effect that say “This card’s name is always treated as […]” are included in the Deck, the card is treated as having that card name.

Example: Since “Cyber Harpie Lady” says “(This card’s name is always treated as “Harpie Lady”.)”, you can only include up to 3 copies in total of “Harpie Lady” and “Cyber Harpie Lady” in your Main Deck.

[Pictured: Cyber Harpie Lady + Harpie Lady, “only 3 copies can be combined in the Main Deck”]

•Up to 3 copies of cards that are treated as having a different name by an effect can be included separately from cards with the name that is provided by that effect.

Example: You can include 3 copies of each Blue-Eyes White Dragon and Blue-Eyes Alternative White Dragon which has an effect that says “This card’s name becomes “Blue-Eyes White Dragon” while it is on the field or in the Graveyard.”

[Pictured: “3 copies of” Blue-Eyes White Dragon, “3 copies of” Blue-Eyes Alternative White Dragon, “you can include 3 copies of each!”]

Page 42

Extra Deck

•Fusion Monster Cards, Synchro Monster Cards, Xyz Monster Cards and Link Monster Cards are cards that are included in the Extra Deck.

•An Extra Deck must have from 0 to 15 cards.

[Pictured: Lyrilusc – Independent Nightingale , “Fusion Monster”, Superheavy Samurai Stealth Ninja, “Synchro Monster”, Raidraptor – Stranger Falcon, “Xyz Monster”, Honeybot, “Link Monster”]

Side-Deck

•It is a good idea to prepare a Side-Deck separate from the Main Deck, in which you prepare cards to use to adjust your Deck between Duels.

•You can only combine up to 3 copies of the same card between the Main Deck, Side-Deck and Extra Deck.

•A Side-Deck must have from 0 to 15 cards.

•You can also include Fusion, Synchro, Xyz or Link Monsters in the Side-Deck.

•You can exchange cards from the Main Deck and Side-Deck with the Extra Deck between Duels during a Match. However, the number of cards in the Main Deck, Extra Deck and Side-Deck before the exchange and after the exchange must be the same.

Players

•People conducting a Duel are called players. Also, the player conducting a turn at the time is called the turn player.

•If the “opponent” is written in a card effect, it usually means the opposite player of the player using that effect.

Page 43

Victory Conditions of a Duel

•If either player meets a victory condition, the Duel is over. There are a number of victory conditions in a Duel.

LP

•Both players have 8000 LP when the Duel begins.

•LP is reduced through taking damage by battles or card effects.

•When the respective opponent of a player has their LP become 0 by battle damage or effects, that player wins the Duel.

•If you take damage by battle or card effects, or if you lose LP by an effect so that your LP is lower than 0, the LP do not become negative and they become 0.

•If LP is paid to activate a card or effect, you cannot pay more LP than your remaining LP. If the LP becomes exactly 0, the cost can be paid.

•If the LP becomes 0 during the resolution of an effect or a chain, even if it is known that there is an effect that would restore LP or something similar that would make the LP become 1 or higher, the player loses at the time the LP becomes 0.

If the player is unable to draw

•If the opponent’s Deck has 0 cards, when the opponent must draw a card and they are unable to draw any more cards, you win the Duel.

•Even if an effect that makes the player add cards from the Deck to the hand, or send cards from the Deck to the Graveyard, or something similar is activated when there are no cards left in the Deck, this only causes the effect to become unable to resolve but the player is not defeated.

Victory conditions of special cards

•There are win conditions that can be achieved by the methods written in special cards.

Draw

•If the LP of both players becomes 0 by a card effect, or if both players resolve a single effect that makes them draw when neither player has cards in the Deck, that Duel becomes a draw.

Page 44

[2] The field for Dueling

•During a Duel, cards are placed in the determined Zones.

•Depending on which Zones the cards are placed in, they can either be verified by both players, only by the owner or controller, or by neither player.

2.1 Dueling Field

•The Dueling field is the place where cards used for a Duel are placed in.

•The Zones in which cards are placed depends on their type and status.

•”Cards on the field” means cards in Main Monster Zones, Extra Monster Zones, Spell & Trap Zones, Field Zones and Pendulum Zones.

•If an effect simply says “Monster Zones” without specifying Main or Extra Monster Zones, it affects both Main Monster Zones and Extra Monster Zones.

•If an effect simply says “card(s) on the field” without specifying yours or the opponent’s, the effect can affect both player’s Main Monster Zones, Extra Monster Zones, Spell & Trap Zones, Field Zones and Pendulum Zones.

[Pictured: the Dueling Field]

Page 45

Main Monster Zones

•This is the place where Normal and Special Summoned monsters from outside the Extra Deck are placed on the field.

•You can place up to a maximum of 5 monsters in your Main Monster Zones.

•If Spell or Trap Cards are placed in a Main Monster Zone by some effect or resolution, they are treated as monsters. If that effect says “(This card is also still a Trap Card.)”, the Trap Card placed in a Monster Zone is treated as a Monster and a Trap Card.

•A monster placed in a Monster Zone cannot be moved to a different Monster Zone as long as an effect or resolution is not performed.

Special Summoning from the Extra Deck into a Main Monster Zone

If one of your Main Monster Zones that is pointed to by the Link Arrow of a Link Monster is available, you can also Special Summon monsters from the Extra Deck in that Main Monster Zone of yours.

Spell & Trap Zone (Spell & Trap Card Zone)

•This is the place in which Spell and Trap Cards can be activated or set.

•You can place up to a maximum of 5 cards in your Spell & Trap Zone.

•If you already have 5 cards in your Spell & Trap Zones, you cannot activate or set new Spell or Trap Cards in your Spell & Trap Zone.

•A card placed in a Spell & Trap Zone cannot be moved to a different Spell & Trap Zone.

•Since Field Spell Cards can only be placed in the Field Zone, they cannot be placed in the Spell & Trap Zone.

•If a Monster Card is placed in the Spell & Trap Zone by some effect or resolution, it is treated as a Spell Card.

•The left-most and right-most Spell & Trap Zones are also treated as Pendulum Zones if a Pendulum Monster is activated as a Spell Card from the hand or if an effect that places cards in the Pendulum Zone places Pendulum Monsters in them.

Page 46

Graveyard

•This is the place where cards that are destroyed or otherwise sent to the Graveyard are sent to.

•The information and number of cards in the Graveyard is public knowledge. Both players can always verify the cards in the Graveyard.

•The order of cards in the Graveyard cannot be changed.

•If multiple cards are sent to the Graveyard simultaneously, it is the owner of those cards that decides the order in which they are placed in the Graveyard, regardless of the controller of the effect.

•If cards are sent to the Graveyard, they are always sent to the owner’s Graveyard.

[Pictured: Enemy Controller, “Even if you take control, it is sent to the owner’s Graveyard”]

Page 42

Deck Zone

•This is the place where the Main Deck is placed face-down in.

•The cards in your Main Deck are always private. Aside from effects that let you search cards in the Deck like “add a card from the Deck to the hand” or “Special Summon a monster from the Deck”, the order and information of cards in the Deck cannot be verified by either player.

•The number of cards in the Main Deck is public knowledge. Both players can always verify the number of cards in the Deck.

•If an effect that searches cards in the Deck is resolved, the Main Deck must always be shuffled after resolving that effect.

•If an effect only says “Deck”, without specifying yours or the opponent’s, that effect can only affect your Deck.

Page 47

Field Zone

•This is the place where Field Spell Cards can be activated or Set in.

•Each player can only place 1 Field Spell Card in each Field Zone. Also, these are not treated as cards in the Spell & Trap Zone.

Example: The effect of “Treeborn Frog” that can be activated if “You must control no Spell/Trap Cards to activate and to resolve this effect.” cannot be activated if there is a Field Spell Card. Also, the effect of “Snow Plow Hustle Rustle” that says “When your opponent’s monster declares a direct attack, if you control a card(s) in your Spell & Trap Card Zone:” cannot be activated if the only Spell & Trap Cards you control are in your Field Zone.

[Pictured: Treeborn Frog, “cannot activate” <= Dragon Ravine => Snow Plow Hustle Rustle, “cannot activate”]

Extra Deck Zone

•This is the place the Fusion Monster Cards, Synchro Monster Cards, Xyz Monster Cards and Link Monster Cards placed in the Extra Deck are placed face-down in.

•The player who owns the cards in the Extra Deck can always verify them. Also, their order can be changed during the Duel.

•The face-down cards in the Extra Deck are private to the opponent.

•The number of cards in the Extra Deck is public knowledge. Both players can always verify the number of cards in both Extra Decks.

Pendulum Monsters added to the Extra Deck face-up

•Pendulum Monsters sent from the field to the Graveyard are not sent to the Graveyard and are added to the Extra Deck instead. In that case, they are added to the Extra Deck face-up.

•The Pendulum Monsters that were added to the Extra Deck face-up are public knowledge. Both players can always verify the face-up cards in both Extra Decks.

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Pendulum Zones

•This is the place where Pendulum Monsters activated as Spell Cards are placed in.

•The left-most and right-most of the 5 Spell & Trap Zones on the field are also treated as Pendulum Zones. However, they are only treated as Pendulum Zones as long as there is a Pendulum Monster in them that has been activated from the hand as a Spell Card on that has been placed in them by an effect that places cards in the Pendulum Zone. Furthermore, Pendulum Monsters placed here through these methods are treated as “cards in the Pendulum Zone(s)”.

[Pictured: Pendulum Monsters in the left-most and right-most Spell & Trap Zones in a Dueling Field, “they are only treated as Pendulum Zones if a Pendulum Monster is activated as a Spell Card or if a Pendulum Monster is placed in a Pendulum Zone by an effect!!]

•The only places in which Pendulum Monsters can be activated as Spell Cards from the hand or placed by an effect that places cards in a Pendulum Zone are the left-most and right-most of the 5 Spell & Trap Zones on the field.

•New cards cannot be placed in a Pendulum Zone that already has a card placed on it.

•Pendulum Monsters placed in the Pendulum Zone are not treated as monsters and are treated as Spell Cards, as well as cards in the Spell & Trap Zone.

Example: Since cards in the Pendulum Zones are also treated as cards in the Spell & Trap Zone, they can be destroyed by the effect of D/D/D Dragonbane King Beowulf that says “destroy all cards in the Spell & Trap Zones”.

[Pictured:D/D/D Dragonbane King Beowulf, “destroy all cards in the Pendulum Zones and Spell & Trap Zones!” ]

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•Only the Pendulum Monster cards that have been placed in a Pendulum Zone by being activated from the hand as Spell Cards or placed there by an effect that places cards in the Pendulum Zone are treated as “cards in the Pendulum Zone”.

Example: A Pendulum Monster treated as an Equip Card by an effect like the effect of Relinquished that says “You can target 1 monster your opponent controls; equip that target to this card” which is placed in a Pendulum Zone is not treated as “a card in the Pendulum Zone”. Therefore, its Pendulum Effects cannot be used and a Pendulum Summon cannot be performed.

[Pictured: Relinquished, “turn into an equip card by its effect” => Stargazer Magician, “not treated as a card in the Pendulum Zone”]

•Effects like Wavering Eyes that “destroy all cards in the Pendulum Zones” cannot destroy Pendulum Monsters that have been placed in the Pendulum Zones by methods other than being activated from the hand as a Spell Card or by being placed there by a card effect that places cards in the Pendulum Zone.

[Pictured: Wavering Eyes, “can only destroy cards treated as cards in the Pendulum Zone”]

Effects that place cards in the Pendulum Zone

•If an Effecte like the effect of Acrobatic Magician which says “When this card is destroyed by battle: You can place this card in your Pendulum Zone.” places a card from outside the Pendulum Zone into a Pendulum Zone, it can place a card in either the left-most or right-most of the 5 Spell & Trap Zones that is available. If a card is placed by this method, that zone is also treated as a Pendulum Zone, and the card placed there is also treated as “a card in the Pendulum Zone.

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Extra Monster Zone

•This is the place where monsters Special Summoned from the Extra Deck are placed in.

•An Extra Monster Deck Zone in which no monster has been placed is not treated as either yours or the opponent’s. Only if a monster is placed in a zone, that zone is treated as being a zone of the controller of that monster.

•Monsters that are not Special Summoned from the Extra Deck cannot be placed in the Extra Monster Zone.

•An Extra Monster Zone in which a monster has been placed is also treated as a Monster Zone of the controller of that monster.

Example: A B. Skull Dragon in an Extra Deck Zone that has been Special Summoned by Red-Eyes Fusion and has received the effect of “its name becomes “Red-Eyes B. Dragon”” can be targeted to activate the effect of Inferno Fire Blast.

[Pictured: Red-Eyes Fusion, B. Skull Dragon, Inferno Fire Blast]

•There are 2 Extra Monster Zones on the field, and in most cases, each player uses 1 of them.

•In most cases, Fusion, Synchro, Xyz, Pendulum and Link Monsters that would be Special Summoned from the Extra Deck must be Special Summoned in the Extra Monster Zone.

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•If you are using one of the Extra Monster Zones, you can also Special Summon Link Monsters to the other Extra Monster Zone only if you connect the Link Arrows via Co-Links in order to form an Extra Link.

[Pictured: A dueling field showing 5 blank Link Monster Cards Co-Linked going from one Extra Monster Zone to the other across a Dueling Field, “it is possible to Special Summon Link Monsters in the other Extra Monster Zone only if you build an Extra Link”]

•Monsters placed in the Extra Monster Zone cannot be moved to another zone unless an effect or resolution is applied.

•If a monster that has been Special Summoned from the Extra Deck into the Extra Monster Zone is later sent to the Graveyard or banished and later would be Special Summoned, it is not Special Summoned to the Extra Monster Zone and is Special Summoned into a Main Monster zone instead.

•The other Extra Monster Zone from the point of view of each Extra Monster Zone is not treated as “the adjacent zone”.

If control of a monster in the Extra Monster Zone changes

•If control of a monster placed in an Extra Monster Zone switches to the other player’s field, it is placed in an available Main Monster Zone of the player who gained control.

•If control of a monster that was transfered to the opponent from an Extra Monster Zone returns, it is not placed in the original Extra Monster Zone, and it is placed in an available Main Monster Zone of the player who regained control. If there is no available Main Monster Zone, that monster is destroyed and sent to the Graveyard.

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2.2 Hand

•Players hold the cards they draw from the Deck or otherwise during the Duel as a hand.

•The cards in the hand are private information to the opponent. Also, cards in the hand do not have an order.

•The number of cards in the hand is public knowledge. Both players can always verify the number of cards in the hand.

•If the turn player has 7 or more cards in their hand, that player must discard cards from their hand to the Graveyard until they have 6 cards when the End Phase ends. Cards discarded by this resolution are not treated as being discarded by a card effect.

•In most cases if an effect that says “send cards from the hand to the Graveyard” or “Special Summon from the hand” does not specify yours or the opponent’s, the effect can only affect cards in your hand.

•If a monster effect in the hand is activated, the activation is declared by showing that card to the opponent.

[Pictured: Effect Veiler, Ash Blossom & Joyous Spring, “effects that activate in the hand”]

•If a card is revealed to the hand to the opponent by a particular effect, the card in the hand becomes public knowledge. If the effect that revealed the card is no longer applied, that card becomes private.

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2.3 Banished

•Cards that are banished from play by card effects are placed outside of the Dueling Field.

•Banished cards are not placed in any appointed Zone of the Dueling Field, but the cards of each player must be placed in one place in which they can be distinguished.

•In most cases, if it is not specified that cards are banished face-up or face-down, they are banished face-up. The information of cards banished face-up and the number of banished cards is public knowledge. Both players can always verify the information of face-up banished cards, as well as the total number of cards that are banished face-up and face-down.

•In most cases, banished cards are treated as cards from their owner. However, if a card is banished temporarily and later returned to the field with cards like “Farfa, Malebranche of the Burning Abyss”, they are treated as cards from their owner while they are banished, but when they are returned to the field, they are returned to their controller before they were banished. Also, when a card that is banished temporarily from the Extra Monster Zone returns, it is returned to a Main Monster Zone of the previous controller. At that time, if there are no available Main Monster Zones, it does not return to the field and it is sent to the Graveyard.

[Pictured: Farfa, Malebranche of the Burning Abyss, “<= temporarily banished and then returned = to the previous controller’s Main Monster Zone!”]

Face-down cards

•Cards banished by an effect that says “banish face-down” are banished face-down. Face-down banished cards are private information.

•If cards are banished face-down, in most cases only the owner can verify them.

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[3] Cards

3.1 How to read cards

•The most recent information written in a card like their name can be found in the OCG Card Database. (URL => http://www.db.yugioh-card.com/)

[Pictured: RAM Clouder, with its Card Name, Attribute/Classification and Card Number highlighted]

Attribute/Classification

•The cards of the OCG are divided in 3 primary groups: Monster Cards, Spell Cards and Trap Cards.

•A card with the ”地” (EARTH), ”水” (WATER), ”炎” (FIRE), ”風” (WIND), ”光” (LIGHT), ”闇” (DARK) or ”神” (DIVINE) Attribute icon next to its name are Monster Cards, those with the 魔 (SPELL) icon are Spell Cards, and those with the 罠 (TRAP) icon are Trap Cards.

[Pictured: Performapal Sky Pupil, “Attribute Icon, Monster Card”, Magician’s Right Hand, “Spell icon, Spell Card”, Break Away, “Trap Icon, Trap Card”]

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Card name

•When a card is activated or when a card name is declared for an effect, only card names that exist in the OCG can be declared. Also, cards that cannot be used in a sanctioned Duel cannot be declared.

•If a card whose name is treated as the name of a different card activates or applies its effects, that effect is treated as the effect of a card with the name it has at the moment.

Example: If a “Number 8: Heraldic King Genom-Heritage” treated as “Number 39: Utopia” activates its effect, that effect is activated as the effect of “Number 39: Utopia”.

•If an effect reads “You can only use this effect of [a particular card name] once per turn” or “You can only use the effect of a card with this name once per turn”, this is not influenced by changes to the card’s name on the field.

Example: If the effect of “Giant Pairfish” that says “You can discard 1 monster; Special Summon 1 Level 4 or lower Wyrm-Type monster from your Deck. You can only use this effect of “Giant Pairfish” once per turn.” is activated, and later its name changes by the effect of another card, the effect of the “Giant Pairfish” that had its name changed during that turn cannot be activated.

•Monsters that read “(This card’s name is always treated as [a particular card name])“, have their name always treated as that name, even while in the Deck, hand, Graveyard, or otherwise outside of the field.

•Monsters that read “(this card is always treated as [a particular title] card.)” are treated as including that title in their card name.

Example: “Superheavy Samurai Soulbeads” can be equipped by the effect that reads “You can target 1 “Superheavy Samurai” monster you control; equip this monster from your hand or your side of the field to that target.” to a “Superheavy Samurai Ogre Shutendoji” that reads “(This card is always treated as a “Superheavy Samurai” card.)“.

[TL note: “Superheavy Samurai Ogre Shutendoji” does not have that clause in its TCG text, as they opted to include the “Superheavy Samurai” in the printed card name in the first place. The OCG name of “Superheavy Samurai Ogre Shutendoji” (超重神鬼シュテンドウ－G) is not written as a “Superheavy Samurai” card (超重武者), so it has that clause.]

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Spell and Trap Cards that specifically list a card name

•The text “Spell/Trap Card that specifically lists the card “Dark Magician”” in the effects of cards like Magician’s Rod means that the card name ‘Dark Magician’ is listed in the effect text, excluding cards that only say ‘Dark Magician’ in places outside the effect text section, like in their card name or illustration.

[Pictured: Magician’s Rod, highlighting the effect with the mentioned clause]

•For the case of The Eye of Timaeus that does not specifically list a particular card name by saying “a ‘Dark Magician’ Monster”, it is not treated as “Spell and Trap Cards that specifically list the card “Dark Magician””, even if ‘Dark Magician’ is placed in its effect text.

[Pictured: The Eye of Timaeus]

Spell and Trap Cards that list the card name ‘Dark Magician’ in their text that have been introduced up to March 2017

Illusion Magic (Quick-Play Spell)

Knight’s Title (Normal Spell)

Dark Magical Circle (Continuous Spell)

Dark Magic Curtain (Normal Spell)

Dark Magic Inheritance (Quick-Play Spell)

Chaos Form (Ritual Spell)

Sage’s Stone (Normal Spell)

Thousand Knives (Normal Spell)

Dedication through Light and Darkness (Quick-Play Spell)

Dark Burning Magic (Quick-Play Spell)

Dark Magic Attack (Normal Spell)

Dark Magic Expanded (Quick-Play Spell)

Magic Formula (Equip Spell)

Eternal Soul (Continuous Trap)

Miracle Restoring (Normal Trap)

Magician Navigation (Normal Trap)

The “‘Dark Magician’ monster” written in The Eye of Timaeus is not “the card name ‘Dark Magician’”.

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Ritual Monsters whose name is listed on a Ritual Spell Card

•The text “A Ritual Monster whose name is listed on a Ritual Spell Card” means a Ritual Monster whose card name is written in the effect text of the corresponding Ritual Spell Card, like how Black Luster Soldier is written in the effect text of Black Luster Ritual.

[Pictured: Pre-Preparation of Rites, highlighting the effect with the mentioned clause]

•In cases in which a particular card name is not designated, like how “‘Black Luster Soldier’ Ritual Monster” is written in the text of Super Soldier Ritual, this is not treated as “a Ritual Monster whose name is listed on a Ritual Spell Card”.

•If the card names of 2 or more Ritual Monsters are written in the Ritual Spell Card chosen by Pre-Preparation of Rites, 1 of them is added to the hand.

•If at the time of the resolution of the effect of Pre-Preparation of Rites it is not possible to add the chosen Ritual Spell Card and the corresponding Ritual Monster to the hand, neither can be added to the hand.

[Pictured: Black Luster Ritual, the card name ‘Black Luster Soldier’ is written, Super Soldier Ritual, “‘Black Luster soldier’ Ritual Monster” is not a card name]

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Card Number

•The card number is used to show the product in which the card was printed. The card number is text that is not used during the Duel.

Monster Card Description

[Pictured: True King of All Calamities, with its Attribute, Level/Rank, Type, Summoning Method/Ability, Monster Information and ATK/DEF highlighted]

Level/Rank

•The symbols under the monster’s name are that monster’s Level or Rank.

•The number of [Level Star] symbols indicate that monster’s Level. Xyz Monsters and Link Monsters do not have a Level.

•The number of [Rank Star] symbols indicate that monster’s Rank. Monsters that are not Xyz Monsters do not have a Rank.

•If the Level/Rank of a monster is changed by a card effect, the Level/Rank of that card is only treated as the modified value. No single card is treated as having 2 or more Level/Ranks simultaneously. Also, the modified Level/Rank is not treated as the original Level/Rank.

LINK Rating

•The “LINK” text written in the section where non-Link monsters have their DEF written is where the LINK Rating of Link Monster is expressed. Non-Link Monsters to not have a LINK Rating.

[Pictured: Decode Talker, highlighting its LINK Rating, “Decode Talker is LINK Rating 3”]

Attribute

•The symbol written to the right side of the card name is the Attribute.

•If the Attribute is changed by another card effect, the card is only treated as having the modified Attribute.

•If a card says “this card is also […]-Attribute“, its Attribute is treated as being of that Attribute by the card effect in addition to its original Attribute, as long as it remains face-up on the field. However, the appended Attribute is not treated as the original Attribute.

Type

•The text that says […]-Type on the top-left of the Monster Information is the Type of that monster.

•If the Type changes by a card effect, the Type of that card is only treated as that Type. No single card is treated as having 2 or more Types simultaneously. Also, the modified Type is not treated as the original Type.

[Pictured: DNA Surgery =>”Warrior-Type”, Evilswarm Mandragora, “only treated as Warrior-Type”]

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Summoning Method/Ability

•The text written to the right of the Type is that monster’s Summoning Method and its Abilities.

•If that monster has a particular Special Summoning method, that monster will have the corresponding “Fusion”, “Ritual”, “Synchro”, “Xyz”, “Link” or “Special Summon” descriptor.

[TL note: 特集召喚, the Special Summon monster descriptor, is not available in the TCG at the time this is written.]

•If that monster has a particular Ability, that monster will have the corresponding “Flip”, “Toon”, “Spirit”, “Union” or “Gemini” descriptor.

•Monsters that read “Tuner” or “Pendulum” belong to those Types of monsters.

•Monsters that read “Normal” are Normal Monsters

•Monsters that read “Effect” are Effect Monsters.

[Pictured: Accel Synchron, “Synchro/Tuner”, Red-Eyes Toon Dragon, “Toon”]

ATK/DEF

•The value written after “ATK/” under the Monster Information is that monster’s ATK power. Also, the value written after “DEF/” is that monster’s DEF power.

•If an effect references “the original ATK or DEF”, it references the values written in the card. However, if “the original ATK or DEF” is modified by a card effect, the modified value is treated as that card’s original ATK or DEF.

•If the ATK or DEF of a monster outside the field is referenced, the written ATK or DEF in the card is referenced.

•Link Monsters only have ATK, they do not have DEF.

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Monsters with “?” values

•Monsters with “?” ATK or DEF values are monsters that modify those values by their own effects.

•When the values cannot be modified by their own effects, those values are treated as 0 when those monsters are on the field.

•When a monster with “?” values is in the Deck or Graveyard, those values are treated as undefined and they cannot be chosen for effects that choose monsters that have a particular ATK or DEF.

Example: A “Fortune Lady Earth” with “?” ATK cannot be Special Summoned from the Deck with the effect of “Giant Rat” that reads “You can Special Summon 1 EARTH monster with 1500 or less ATK from your Deck, in Attack Position.“.

[Pictured: Giant Rat => “Cannot Special Summon” Fortune Lady Earth]

Monster Information

•The text written under the monster’s Type, Summoning Method or Abilities is the Monster Information.

•The text written in the Monster Information of Normal Monster Cards is information that does not affect the Duel.

•The text written in the Monster Information of Monster Cards that are not Normal Monsters lists the requirements to place that monster on the field, its Materials, or the effects that the monster has.

•The first line of the Monster Information of Fusion Monsters, Synchro Monsters, Xyz Monsters and Link Monsters lists the Materials used for the particular method to place that monster on the field.

•There are some Fusion and Synchro Monsters that do not list Materials. Those monsters can be placed on the field by the method written in their text.

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Description of Pendulum Monsters

•Pendulum Monster Cards have Pendulum Scales and Pendulum Effects in addition to other Monster Information.

[Pictured: Stargazer Magician, with its Pendulum Scales and Pendulum Effect highlighted, “Pendulum Monster”]

Pendulum Scale

•Pendulum Monsters have Pendulum Scales used while performing a Pendulum Summon.

Pendulum Effect

•The text written between the Pendulum Scales is the effect applied while placed in a Pendulum Zone.

Description of Link Monsters

•Link Monster Cards have a maximum of 8 directional Link Arrows in addition to the other monster information.

[Pictured: Decode Talker, with its Link Arrows highlighted, “Link Monsters have a maximum of 8 directional Link Arrows”]

Link Arrows

•Link Arrows are used when you wish to Special Summon a monster from the Extra Deck into a zone that the Link Arrow is pointing to, or while referencing the zone that a Link Arrow is pointing to for an effect or similar.

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•If a Link Arrow points to a Main Monster Zone, it is also possible to Special Summon a monster from the Extra Deck into the Main Monster Zone pointed by that Link Arrow.

•If the zone that the Link Arrow of your Link Monster is pointing to is one of the opponent’s Main Monster Zones, only the opponent can Special Summon monsters from the Extra Deck into that zone.

[Pictured: Decode Talker in a Dueling Field, with its top Link Arrow pointing to the opponent’s Main Monster Zone, “If the Link Arrow points to the opponent’s Main Monster Zone, only the opponent can Special Summon from the Extra Deck into that zone”, and its lower-left Link Arrow pointing to your own Main Monster Zone, “If the Link Arrow points to your Main Monster Zone, only you can Special Summon from the Extra Deck into that zone”]

Linked/Co-Linked

•The state of “if there is a monster where a Link Arrow points to” or “if 1 or more Link Arrow are pointing to a monster” is called being Linked.

•The state of “2 or more Link Arrow of Link Monsters are facing each other” is called a Co-Link. A Co-Link is also being Linked.

[Pictured: Two blank cards with Link Arrow: [A>] [B], [A] [][<B], "Cards A and B are Linked and are Co-Linked]

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•The zone or card that is pointed by a Link Arrow is called Link Point, and the Link Monster that has the Link Arrow that points to a card or zone is called Link Source.

[Pictured: Two blank cards with A having a Link Arrow: “Card B is the Link Point of Card A”, [A>][B], “Card A is the Link Source of Card B”]

Extra Link

•If there are Link Monsters in the two Extra Monster Zones as well as Link Monsters in the Main Monster Zones so that they are all connected by Co-Links, this is called an Extra Link.

•If you use one of the Extra Monster Zones, you can also Special Summon a Link Monster from the Extra Deck in the other Extra Monster Zone only if this would create an Extra Link.

[Pictured: An Extra Link formed using your own Main Monster Zones, “connecting both Extra Monster Zones using Co-Links is called Extra Link”, an Extra Link formed using the opponent’s Main Monster Zones, “Even if two of your monsters in the Extra Monster Zones are connected via Co-Linked through the Link Monsters in the opponent’s Main Monster Zones, this is also treated as an Extra Link]

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Spell Card Description

[Pictured: Set Rotation, with its Effect Icon and Effect Explanation highlighted]

Types of Spell Cards

•Cards that have the “魔” icon to the right side of their name are Spell Cards.

•Spell Cards that do not have any particular Effect Icon are Normal Spell Cards.

•If there is an Effect Icon under the card name, that card belongs to one of the following Spell Card types:

•If the [Ritual Icon] is written in the Spell, it is a Ritual Spell.

•If the [Continuous Icon] is written in the Spell, it is a Continuous Spell.

•If the [Equip Icon] is written in the Spell, it is a Equip Spell.

•If the [Field Icon] is written in the Spell, it is a Field Spell.

•If the [Quick-Play Icon] is written in the Spell, it is a Quick-Play Spell.

[Pictured: United We Stand, “Equip Spell”, Burden of the Mighty, “Continuous Spell”, Cybenet Universe, “Field Spell”]

Effect Explanation

•The text written under the illustration is the effect of that Spell Card.

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Trap Card description

[Pictured: Unending Nightmare, with its Effect Icon and Effect Explanation highlighted]

Types of Trap Cards

•Cards that have the “罠” icon to the right side of their name are Trap Cards.

•Trap Cards that do not have a particular Effect Icon are Normal Trap Cards.

•If there is an Effect Icon under the card name, that card belongs to one of the following Trap Card types:

•If the [Continuous Icon] is written in the Trap, it is a Continuous Trap.

•If the [Counter Icon] is written in the trap, it is a Counter Trap.

[Pictured: Compulsory Evacuation Device, “Normal Trap”, Call of the Haunted, “Continuous Trap”, Dark Bribe, “Counter Trap Card”]

Effect Explanation

•The text written under the illustration is the effect of that Trap Card.

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3.2 Monsters

Monster Types

•Monsters are divided as Normal Monsters and Effect Monsters. However, Ritual/Fusion/Synchro/Xyz/Link Monsters that do not have an effect are not treated as Normal Monsters as well.

•All monsters that have effects are Effect Monsters. However, a monster that is applying its own effect that “treats it as a Normal Monster” is not treated as an Effect Monster while that effect is applied.

[Pictured: Red-Eyes Black Flare Dragon, “treated as a Normal Monster”]

Normal Monsters

•Monsters whose border is yellow, and that say “Normal” to the right side of their Type are Normal Monsters.

•Monsters that do not have a Summoning Method or “Effect” to the right side of their Type, or that do not have an ability other than “Tuner” or “Pendulum”, are Normal Monsters.

•Normal Monsters do not have effect texts written in their monster information and do not have monster effects.

[Pictured: Bittron, Metalfoes Steelen]

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Effect Monsters

•Monsters that have effect text written in their Monster Information are called Effect Monsters. Also, monsters that say “Effect” to the right side of their Type are Effect Monsters.

•If a monster that is not an Effect Monster gains an effect by the effect of another card that says “gains this effect […]”, that monster is treated as an Effect Monster.

Example: Since a “Gem-Knight Pearl” Xyz Summoned by using “Gagaga Head” and “Gagaga Magician” as Xyz Materials gains the effect that says “● If it is Xyz Summoned: Draw 1 card.” by the effect of “Gagaga Head”, it is treated as an Effect Monster.

[Pictured: “Treated as an Effect Monster!” Gem-Knight Pearl “gains effect” <= Gagaga Head]

Effect Monster Abilities

•There are monsters among Effect Monsters that have the abilities “Flip”, “Toon”, “Spirit”, “Union”, or “Gemini” written in them.

[Pictured: Prediction Princess Coinorma, “Flip Monster”, Red-Eyes Toon Dragon, “Toon Monster”, Poly-Chemicritter Hydragon, “Gemini Monster”]

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Special Summon Monsters

•In most cases, monsters that say “Cannot be Normal Summoned/Set” are Special Summon monsters. Also, monsters that say “Special Summon” to the right side of their Type are Special Summon monsters.

[TL note: The “Special Summon” descriptor is not available in the TCG at the time this is written.]

•Special Summon Monsters cannot be Normal Summoned/Set and can be Special Summoned by meeting the requirements described in that monster.

•Ritual Monsters, Fusion Monsters, Synchro Monsters, Xyz, and Link Monsters are Special Summon Monsters.

•The requirements of a Special Summon Monster to Special Summon itself are not treated as an effect.

•Among Special Summon Monsters, there are monsters like “Infernoid Devyaty” that can be Special Summoned from the Graveyard by the appropriate procedure. Also, since “Triamid Sphinx” says “Must be Special Summoned with the effect of a “Triamid” card, and cannot be Special Summoned by other ways.” for its appropriate Special Summon procedure, it can also be Special Summoned from the hand, Deck or Graveyard.

[Pictured: Infernoid Devyaty, “can be summoned from the hand or Graveyard”, Triamid Sphinx, “can be summoned from the hand, Deck or Graveyard by a card effect”]

Ritual Monsters

•Monsters that have a blue border and say “Ritual” to the right side of their Type are Ritual Monsters.

•The text that says “You can Ritual Summon this card with “[…]”.” specifies the Ritual Spell Card for the Ritual Summon.

•There are also monsters like Amorphactor Pain, the Imagination Dracoverlord that are Special Summoned by card effects other than Ritual Spell Cards.

[Pictured: Cyber Angel Natasha, Amorphactor Pain, the Imagination Dracoverlord]

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Fusion Monsters

•Monsters that have a purple border and say “Fusion” to the right side of their Type are Fusion Monsters.

•Fusion Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•If a Fusion Monster on the field or Graveyard or a Fusion Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

•There are Fusion Monsters like “Masked HERO Anki” that do not list Fusion Materials for their Summoning procedure. In that case, those monsters can be Special Summoned by the method written in their Effect Text.

[Pictured: Meteor Black Comet Dragon, Masked HERO Anki]

Fusion/Pendulum Monsters

[TL note: This section is introduced in the 2017 edition of the Perfect Rulebook]

•Monsters that say “Fusion/Pendulum” to the right side of their Type are Fusion/Pendulum Monsters.

•Fusion/Pendulum Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•If a Fusion/Pendulum Monster on the field or Graveyard or a Fusion Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

•If a Fusion/Pendulum Monster would be sent from the field (Pendulum Zone, Monster Zone, Spell & Trap Zone) to the Graveyard, it is added to the Extra Deck face-up instead as long as no particular effect is being applied.

•Fusion/Pendulum Monsters placed in a Pendulum Zone are treated as Spell Cards.

[Pictured: Supreme King Z-ARC]

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Synchro Monsters

•Monsters that have a white border and say “Synchro” to the right side of their Type are Synchro Monsters.

•Synchro Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•There are Tuners among Synchro Monsters.

•If a Synchro Monster on the field or Graveyard or a Synchro Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

[Pictured: Clear Wing Synchro Dragon, Crystron Quandax]

Synchro/Pendulum Monsters

[TL note: This section is introduced in the 2017 edition of the Perfect Rulebook]

•Monsters that say “Synchro/Pendulum” to the right side of their Type are Synchro/Pendulum Monsters.

•Synchro/Pendulum Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•If a Synchro/Pendulum Monster on the field or Graveyard or a Fusion Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

•If a Synchro/Pendulum Monster would be sent from the field (Pendulum Zone, Monster Zone, Spell & Trap Zone) to the Graveyard, it is added to the Extra Deck face-up instead as long as no particular effect is being applied.

•Synchro/Pendulum Monsters placed in a Pendulum Zone are treated as Spell Cards.

[Pictured: Clear Wing Fast Dragon, Nirvana High Paladin]

Xyz Monsters

•Monsters that have a black border and say “Xyz” to the right side of their Type are Xyz Monsters.

•Xyz Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•If an Xyz Monster that is banished, on the field, or in the Graveyard would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck instead.

•Xyz Monsters do not have a Level and have a Rank.

[Pictured: Lyrilusc – Assembled Nightingale, Raidraptor – Stranger Falcon]

Xyz/Pendulum Monsters

[TL note: This section is introduced in the 2017 edition of the Perfect Rulebook]

•Monsters that say “Xyz/Pendulum” to the right side of their Type are Xyz/Pendulum Monsters.

•Xyz/Pendulum Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

•If a Xyz/Pendulum Monster on the field or Graveyard or a Fusion Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

•If a Xyz/Pendulum Monster would be sent from the field (Pendulum Zone, Monster Zone, Spell & Trap Zone) to the Graveyard, it is added to the Extra Deck face-up instead as long as no particular effect is being applied.

•Xyz/Pendulum Monsters placed in a Pendulum Zone are treated as Spell Cards.

[Pictured: Odd-Eyes Raging Dragon]

Link Monsters

[TL note: This section is introduced in the 2017 edition of the Perfect Rulebook]

[Pictured: Decode Talker]

•Monsters that have a deep blue border and say “Link” to the right side of their Type are Link Monsters.

•Link Monsters are not included in the Main Deck while building it and are included in the owner’s Extra Deck instead.

Page 59

•If a Link Monster on the field or Graveyard or a Fusion Monster Card that is banished would be returned to the hand or Deck by a card effect, that monster is returned to the owner’s Extra Deck.

•Link Monsters cannot have their Battle Position changed from Attack Position and are not affected by effects that change Battle Position. Also, they cannot be targeted for cards that change Battle Positions or that Special Summon in Defense Position.

•If a Link Monster is affected by an effect that modifies both ATK and DEF, the ATK changes and the DEF modification is not applied.

Example: If the Field Spell Mystic plasma Zone is applied, the ATK of Decode Talker is increased by 500, but the effect that lowers DEF by 400 is not applied.

[Pictured: Decode Talker, “only affected by the 500 ATK increase”, Mystic Plasma Zone, “increases the ATK of DARK monsters by 500 and lowers their DEF by 400”]

Tuners

•Monsters that say “Tuner” to the right side of their Type are Tuners.

•Tuners are monsters that are necessary as Synchro Materials for a Synchro Summon.

•The Ability of being a Tuner is not treated as an effect.

•Tuners that have Monster Effects are Effect Monsters and Tuners that do not have effects written in their Monster Information are Normal Monsters. There are also Synchro Tuner Monsters.

[Pictured: Junk Synchron, Galaxy Serpent, Crystron Quandax]

Page 75

Pendulum Monsters

•Monsters that say “Pendulum” to the right side of their Type are Pendulum Monsters.

[Pictured: Astrograph Sorcerer]

•Pendulum Monsters that have Monster Effects are Effect Monsters, and Pendulum Monsters that do not have Monster Effects written in their Monster Information are Normal Monsters.

•Even if Pendulum Monsters that do not have a Monster Effect have a Pendulum Effect, they are treated as Normal Monsters.

•If a Pendulum Monsters would be sent from the field (Pendulum Zone, Monster Zone, Spell & Trap Zone) to the Graveyard, they are added to the Extra Deck face-up.

•Pendulum Monsters can be added to the Main Deck, be Normal Summoned or Special Summoned like other monsters. Also, Pendulum Monsters can be activated as Spell Cards from the hand by placing them in a Pendulum Zone.

[TL Note: The following two bullet points are introduced in the 2017 edition of the Perfect Rulebook]

•Fusion/Pendulum, Synchro/Pendulum and Xyz/Pendulum Monsters that are face-up in the Extra Deck cannot be Fusion, Synchro or Xyz Summoned respectiviously.

•Fusion/Pendulum, Synchro/Pendulum and Xyz/Pendulum Monsters that are face-down in the Extra Deck cannot be Pendulum Summoned.

•If Pendulum Monsters are placed in the Pendulum Zone, this is treated as the activation of a Spell Card. If their activation is negated by the effect of a card that negates the activation of Spells, since they are not treated as being sent from the field to the Graveyard, they are sent to the Graveyard like any other card.

•If Pendulum Monsters are in a Pendulum Zone, they are treated as Spell Cards, their Pendulum Effect text is used and their Monster Effect text is not used. If they are in a Monster Zone or outside the field they are treated as monsters, their Monster Effect text is used and their Pendulum Effect text is not used.

Page 76

Example: If an effect that says “Any monster sent to the Graveyard is banished instead.” is being applied whne a Pendulum Monster placed in the Pendulum Zone is destroyed, since it exists on the field as a Spell Card, it is no