How to play the Yu-Gi-Oh! Trading Card Game: A beginner’s guide

The Yu-Gi-Oh! Trading Card Game has been around for over 20 years and millions of people around the world have been buying cards for decades and playing the game in a casual and competitive format. If you’re the newest Yu-Gee-O player, it can be a little scary to get involved. Don’t worry, we’ll give you everything you need to know about Yu-Gee-O! to get you started.


In Yoo-gi-O! The main objective is relatively simple. At the beginning of every traditional Yu-Gi-Oh! game, each player starts with 8000 LPs. The goal is to reduce the opponent’s life to 0 points. Do it, and you’ll win.

However, there is a second way to win in this card game. When a player runs out of cards in the deck, he loses and his opponent wins. This rule allows time-out tactics to work in this game.


The location of the body is relatively simple. Each player has five monster card areas and five points to make a spell or trap card (this area is just below the monster card area). To the left of these rows there will be an extra bridge, which will be accessible after a certain time. Above this is the Field Area section – a place where you can place field maps.

On the right side the players lower the main deck (near the spell and fall area). Above the deck is a part of the cemetery, where the destroyed cards, spells and traps of the monster are located. However, these cards can be made to play by spelling/refraction cards or by monstrous effects. Depending on the effect of the cards, they can also be completely removed from the game.

Before we go to the next part, let’s talk briefly about the last parts of the field: A pendulum and extra monstrous areas. Shuttle areas are used for shuttle samples that serve as spelling cards (which we will reach within a minute). The Extra Monster Zone is used for cards that come from the Extra Deck. The board has two pendulum areas, located next to the spell and fall area, while the extra sample area is in the middle, just above the sample areas. Please note, however, that additional monster zones are shared by both players.


In Yu Gi-O! there are a few stages that take place at every turn. Here you can find an overview of each of them:

  • Drawing phase – the user draws a card.
  • Waiting Phase – the user can use a card on the effect field or activate a spell or trap card lying on the mat. The opponent also has the possibility to activate certain cards.
  • Basic Phase 1 – The user can bet on cards and samples.
  • Combat Phase – the user is able to attack enemy players. The player can destroy the opponent’s monster by fighting or by using the effect of the card. To destroy monsters in battle, the monster’s attack points must be higher than the attack points on your opponent’s map (in attack mode) or the defensive points (in defense mode).
  • Master Phase 2 – The user can customize the card and sample fields (if the user has not called a sample during Master Phase 1).
  • Final stage – Users stop running.

Sample cards

Monster cards are probably the most important part of Yu-Gi-Oh! because these cards can jump with crazy effects and cause great damage to your opponent. Each Sample Card has a number of different characteristics, so it is important to note what each one means. The top part of the map contains a name (in the top left corner), an attribute (in the top right corner) and a layer (directly below the attribute). Here is a brief overview of what attributes and levels are:

  • Attributes – Each monster has an attribute such as fire, water or wind. Although attributes don’t mean much in terms of combat, they come into play with Card Effects and Magic and Trap Cards.
  • Levels – Levels in Yu-Gee-O! In most cases, cards with a level of four or less, if not indicated by an action, can be called without paying tribute. Making a donation means that, in order to place a new card on the field, you must donate at least one sample. Samples with a level of five or six need a Tribute. Samples with a level seven or higher require two pieces of data.

After reading the upper part of the card, go to the lower part of the card. Here you will find the card type, the card number, the attack and protection points and a description. Here is a brief overview of each of them:

  • Type – usually indicated by a word such as warrior, confinement, etc. Usually this means that the carrier cards are compatible with it.
  • Card number – This is usually the area where the card is issued.
  • Attack and protection – the attack and protection points on the map.
  • Description – For ordinary monsters it’s just an ordinary story on the map. For effect samples this is a list of the effects of the card.

How to call samples

To summon the beast, in most cases you must be in main phase 1 or main phase 2. There are several ways to call the monster, but the most common one is to simply call it on the ground or through a call to honour. To summon a sample in attack mode, place it in the upright position. Monsters in attack mode can attack other cards on the opponent’s side. To insert the card in protection mode, insert the card horizontally (face down). Unless otherwise stated, it should be placed face down.

However, there are other ways to call the Monster Card. In some cases, depending on the effect of the Sample Card, special shouting may occur. As for the other appeals, we’ll come back to that when we continue with the Monster Cards boys.

Sample effects

Let’s look at the effects. Monster effects determine the strength of this card on the field, in your hand or in the cemetery. They vary from card to card, so read the effect of the card carefully before throwing it on the playing field.

Sample card types

We’ve noticed that there are many different kinds of Monster Cards in Yu-Gi-O… Exactly how many are there? Let’s look at the different types:

  • Normal – These cards have no effect.
  • Effect – These cards have special abilities in Yu-Gee-O!
  • Fusion – To call Fusion Monsters, you need to connect two or more compatible cards (depending on the requirements of the Fusion Monster). The healing of spelling cards is in most cases necessary to call up Fusion Monsters.
  • Ritual – These cards must be activated, in most cases with a Ritual Card and samples (in the field or in the hand) that meet the requirements of the Ritual Card.
  • Sync – To recall the sync sample, you need a tuner sample in combination with specific hardware. In some cases you may need more than two materials, as this depends on the map description.
  • Xyz – In order for the Xyz to summon a monster, you usually need to combine two or more monsters of the same level to create a brand new monster.
  • Pendulum – Pendulum samples can be called regular samples or used as spelling cards in the Pendulum area.
  • Link – These cards must be collected and sent to the Extra Monstrous Zone. To call up a Connection Sample, remove a few samples corresponding to the Connection Rank (in the lower right corner of the card) and send them to the graveyard. Then place the animal’s references in an empty space in the Extra Monstrous Zone. Once you have called the linked sample, you can call the second sample and place it on the location indicated by the first linked sample (indicated by the arrows on the linked map).

Samples, pendulum samples and effect samples are not placed on the extra deck. Other cards, such as Merge and Link Monsters, must be placed in an extra Deck.

Magic cards

Spell cards are green cards that are normally within range, but in fact they all need to be activated during your turn. Spell cards can be placed face up or face down in the area of the spell and trap.

There are different spelling cards, so let’s look at each one:

  • Normal – there’s no symbol on it. In most cases this card must be sent to the cemetery after activation.
  • Continuous – marked with the infinity symbol. Unless otherwise stated, this card will remain on the field after use.
  • Equipment – marked with a cross. This card must be equipped and attached to another card (usually a sample) in the field.
  • The field is marked with the compass symbol. This card must be placed on the mat in the field and has a great effect on all the monsters in the field. Both players can have active field cards.
  • Quick-Play – marked with an S-shaped symbol Virtually all Spell Cards must be activated during the user queue, with the exception of Quick-Play Cards. Quick Play cards can be activated at any stage of the opponent’s turn, as long as they are installed on the pitch.


The trap cards will be comparable to spelling cards to a certain extent. The big difference with trap cards, however, is how you can activate them. Unless otherwise specified, the cards shall be placed face down in the enchanting area and the catch area.

What about falling? Let’s go see her:

  • Normal – there’s no symbol on it. This card must be sent to the cemetery after activation, unless stated otherwise.
  • Continuous – marked with the infinity symbol. Unless otherwise stated, this card will remain on the field after use.
  • The counter is marked by the arrow pointing to the left. This card can only be activated depending on the effect of the card. For example, if the Counter Card appears after activating the Spell Card, you cannot use this card until your opponent has brought the Spell Card into play.

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