TheSecondComing wrote:Bump for legitimate reasons...
I was never into the YuGiOh scene, but today I bought a giant Pokemon/YuGiOh card collection. Since I know nothing about YuGiOh, I need a crash course in the card game, ie how to tell rare from common and generally what these things are all about.
Any and all help would be GREATLY appreciated.
Rare cards have silver lettering on the name of the card, instead of black. Super rare cards have holographic images. Ultra rare cards have holographic images and holographic lettering on the name. Secret rare cards I believe are entirely holographic (as in the entire card, and not just the image). Cards that have no special features are the common ones.
Cards with yellow/pale backgrounds are normal monsters, with no special abilities. Cards with brown backgrounds are effect monsters, with special effects written on the cards. Cards with green backgrounds are spell cards (read the card to know what it's ability is). Cards with pink backgrounds are trap cards (again, read them to know what they do). Cards with purple backgrounds are fusion monsters, and require two or more monsters from either your hand or side of the field and the spell card "Polymerization" to be summoned to the field (the required monsters to summon a fusion monster are written on the card). Cards with blue backgrounds are ritual monsters, which require a ritual spell card to be played and then sacrificing the required level of monsters in order to be summoned. Cards with white backgrounds are Synchro monsters, which can be summoned by having a tuner type monster on the field, and then have the same level of monsters on your side of the field and sending them to the graveyard. Cards with black backgrounds are Xyz monsters (which I know very little about), but I as I recall you need to have the required monsters written on the card on your side of the field in order to summon them. Fusion monsters, Syncrho monsters and Xyz monsters are kept in your extra deck (you can only hold 15 of them).
At the start of a duel, you and your opponent are given 8000 life points. The goal is simple: Make your opponents life points drop to 0. Your deck must be at least 40 cards big, and at most 80(?) cards (they might have lowered it to 60, I dunno). At the start of a duel, you draw five cards, and then draw one new card at the beginning of every turn. Each turn is broken up into different phases:
-Draw Phase: Pretty self explanatory, you draw your card.
-Standby Phase: Traditionally, nothing happens in this phase, unless there's a card effect that says otherwise.
-Main Phase 1: You are allowed to play any cards in your hand or on the field that you wish. You are only allowed to normal summon a monster once per turn. Monsters with 4 stars or less can be summoned immediately (unless the card effect says otherwise). Monsters with 5 or 6 stars require you to sacrifice one monster on your side of the field in order to be summoned. Monsters with 7 or more stars require you to sacrifice two monsters on your side of the field in order to be summoned. You can play as many spell cards as you want per turn, but trap cards must be face down on the field for one turn before they can be played.
-Battle Phase: This is where you can attack with your monsters. If your monsters attack is higher than your opponents monsters attack (or defense), then their monster is destroyed, and if the monster was in attack mode then the residual difference in attack points is taken out of your opponents life points. If the monster is in defense mode (turned side ways), then no life points are lost, but a monster can't attack while it's in defense mode. If your opponent has no monsters on their side of the field, then you can attack their life points directly.
-Main Phase 2: Same as the first Main Phase.
-End Phase: The end of your turn. Like the Standby Phase, it really doesn't do anything unless there's a card effect that activates during that phase.
You are allowed to keep up to five monsters on your side of the field at one time, as well as five spells and traps cards and one field spell card.
When a card is destroyed, it is send to the graveyard (the discard pile). Next to the graveyard is the remove from play pile, which is essentially just another discard pile, only the chances of getting a card back from the remove from play pile are less likely than getting one back from the graveyard. Cards are only removed from play by a card effect (or sometimes their own effect).
There many different kinds of spell cards. You can tell which spell card is which by the little symbol next to the name "Spell Card". First is the normal spell, which I forget if it's symbol is an "N" or just nothing, but when it's activated will have it's effect, and then that card is sent to the graveyard. Then there's the continuous spell, which has an infinity symbol, and will stay out on the field until it's destroyed. Next is the quick play spell, which has a lightning bolt symbol. These ones can be activated at any point during your own turn, including in the middle of an attack and during your opponents turn like a trap card (though you can't play them from your hand during your opponents turn), and like trap cards, if you play them face down, they must be face down for a turn before you activate them. Then there's the field spell card, which have a compass symbol, and are played in the field spell card zone. Only one field spell card can be active at one time, so if your opponent plays a field spell when you already have one, your field spell card is destroyed and sent to the graveyard. Next is the equip spell card, which has a big plus symbol, and must be attached to a monster on the field (most can be attached to any monster, including your opponents monsters). If that monster is destroyed, so is the equip spell card. The last type of spell I can think of is the ritual spell card, which has a fire symbol, and are used to summon ritual monsters. You have to have the ritual spell card, the ritual monster and the same number of stars as the ritual monster either on the field or in your hand in order for it to work (yeah, kinda of complicated and really not worth it in the long run).
Like spells, there's different trap cards too. As I've said, trap cards have to be face down for at least one turn before you can activate them. They can be activated at any point during any phase of either player's turn, unless the card otherwise states so. And like spells, there are symbols next to the name "Trap Card" that tell you which are which. There's normal trap, again I can't remember if its symbol is an "N" or nothing, but like just like normal spells, are activated, and then sent to the graveyard. There's continuous trap, also with an infinity symbol, and will stay out until it's destroyed. I believe the only other type of trap card is a counter trap, which has a curving arrow symbol, and can only be activated in response to the activation of something else, like a spell or trap card. Counter traps traditionally negate the effect of a card, or destroy it before its effect activates.
That's about all I can think of right now that you really need to know. If I think of anything else, I'll be sure to tell you. Also, if any one else can think of anything, please do so.