1. Foreword 
Let the Duel Begin! 

The Yu-Gi-Oh! TRADING CARD GAME is based on the Japanese 
comic mega-hit. Now you can put yourself right in the middle of all 
the exciting action and become a master duelist! 

A fun part of this game is simply collecting all of the cards. The 
Yu-Gi-Oh! TRADING CARD GAME STARTER DECKS are the first 
game release, and consists of the YUGI and KAIBA Starter Decks. Of 
course, a Starter Deck is all you need to start playing, but collecting 
additional cards in the booster packs will allow you to customize your 
Deck and increase your odds of winning!

2. Object of the Game 
The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a 
Match against your opponent. 
A single Match consists of 3 Duels. Each card battle against an 
opponent in which a win, loss, or draw is determined is referred to as 
a Duel. 

WIN 

The player who: 

• Is the first to win 2 Duels in a Match 
OR 
• Has 1 win and 2 draws 
is declared the WINNER. 
1

Winning a Duel 

DRAW 

If the Duel results are: 

• 1 win, 1 loss and 1 draw
OR
• 3 draws
the match is considered a DRAW.
3. Winning a Duel 
The outcome of a Duel is decided according to the following Official 
Rules: 

• Each player begins a Duel with 8000 Life Points. 
• Life Points decrease as a result of damage calculation after battle 
(see Damage Step, p.30). You win a Duel if you reduce your 
opponent’s Life Points to 0. If your opponent reduces your Life 
Points to 0, YOU lose! 
• If you and your opponent both reach 0 Life Points at the same 
time, the Duel is declared a DRAW. 
• If either player’s Deck runs out of cards during a Duel, the first player 
unable to draw a card is declared the LOSER. Bearing this in mind, a 
good duelist should make every card count. 
• If at any time during the Duel you hold the following cards in your 
hand, you instantly win the Duel: 
• Right Leg of the Forbidden One 
• Left Leg of the Forbidden One 
• Right Arm of the Forbidden One 
• Left Arm of the Forbidden One 
• Exodia the Forbidden One 
Getting Started 

4. Getting Started 
Preparing Your Deck 

This Starter Deck contains all the cards you’ll need to challenge an 
opponent to a Duel. Following you’ll find basic rules for preparing 
your Deck: 

• The Deck used for dueling should contain a minimum of 40 cards. 
Aside from this minimum limit, your Deck can contain as many 
cards as you like. 
• In addition to your dueling Deck, you can also have 15 additional 
cards in a separate pile known as the Side Deck. The Side Deck allows 
you to modify your Deck to better suit your strategy during a Match. 
Between Duels, you can exchange any card from your Side Deck with 
any card in your Deck – as long as you end up with the same number 
of cards that your Deck began the Match with. 

The Side Deck you create must contain exactly 15 cards at the 
beginning of a Match. In other words, if you don’t have enough 
cards to create a 15 card Side Deck, you cannot use one at all. 

NOTE: This Starter Deck contains 46 cards, so you will need 9 more 
cards to create a Side Deck. 

In any Match, the Deck and Side Deck combined cannot contain 
more than 3 copies of the same card. Also, be aware of Forbidden 
and Limited Cards, p.35. 

23

Finally, each player draws 5 cards from the top of their respective 
Decks. Once both players have 5 cards in their hand, the Duel begins, 
following the rules in Phases of Gameplay, p. 22. 
Before you learn how a Yu-Gi-Oh! turn proceeds, it is important to 
fully understand the Game Mat and game cards. Understanding how 
each type of card works will help you plan strategies to ensure that 
you will emerge from the Match victorious! 
Getting StartedGetting Started 
4 
Gameplay 
In accordance with the Official Rules, a Duel is conducted in the 
following manner: 
Before you start a Duel, greet your opponent with a friendly 
handshake. 
Both players shuffle their respective Decks and hand them to their 
opponent to shuffle (this is called Cutting the Deck). The Decks are 
then returned to their owners and placed face-down in their 
respective Deck Zones on the Game Mat (The Game Mat, p.6). 
When using Fusion Monster Card(s), place the card(s) face-down on 
the Fusion Deck Zone of the Game Mat. A Fusion Deck is a card or a 
group of cards consisting only of Fusion Monsters formed by fusing 2 
or more monsters during a Duel (Fusion Monsters, p.10). 
Note: The cards of the Fusion Deck are NOT counted in the 40 cards 
minimum limit of the Deck. 
Show your opponent that your Side Deck contains exactly 15 cards 
(the cards may be counted face-down). When your Side Deck cards 
are exchanged with those in your Deck, count the cards of your Side 
Deck with your opponent once again to verify that the Deck still 
contains the same number of cards. 
For the first Duel in a Match, decide who starts first with a coin toss. 
Whoever wins the coin toss can decide to go first or second. For 
subsequent Duels in the Match, the loser of the previous Duel decides 
who starts first. If the previous Duel ended in a tie, re-toss a coin to 
determine who starts first in the next Duel. 
Remember the following codes of conduct when facing an 
opponent: 
• Always declare each move in a loud, clear voice before you 
execute any play. 
•Your opponent is entitled to know the contents of your 
Graveyard (p.6) and the number of cards in your hand. If 
asked, you are obliged to answer truthfully. 
•Never touch an opponent’s cards without asking permission. 
Manners in Dueling 
5 

The Game Mat 
7 
up to this space. The contents of the Graveyard are public knowledge, 
and your opponent can look through it at any time. Be sure to get 
your opponent’s permission before going through their Graveyard. 
E: Spell & Trap Card Zone: Spell and Trap Cards can be 
activated (face-up) or Set (face-down) to the 5 spaces of the Spell & 
Trap Card Zone following the rules in Main Phase 1 (p.23). 
IMPORTANT! The Spell & Trap Card Zone has a 5-CARD LIMIT. Once 
all 5 spaces in the Spell & Trap Card Zone are occupied, no further 
Spell (except Field Spell Cards) OR Trap Cards can be activated or Set 
until there is an open Spell & Trap Card space in the Spell & Trap Card 
Zone. This 5-CARD LIMIT includes any of your own Equip Spell Cards 
used to equip your opponent’s Monster Cards. 
F: Deck Zone: Place your Deck face-down in this space. Your Side 
Deck is not placed on the Game Mat. 
You can also play Yu-Gi-Oh! without a Game Mat. Just be sure to place 
the cards and Decks in the indicated positions. 
The Game Mat 
6 
5. THE GAME MAT 
Every card you play or discard will be placed on the Game Mat. The 
example above shows where to place Yu-Gi-Oh! Decks and the cards 
that are brought into play during a Match. 
A: Field Card Zone: Field Spell Cards are played here. Only 1 Field 
Spell Card can be in play at any one time (Field Spell Cards, p.17), 
B: Monster Card Zone: Monster Cards can be Summoned (face-
up) or Set (face-down) to the 5 spaces of the Monster Card Zone 
following the rules in Main Phase 1 (p.23). 
IMPORTANT! The Monster Card Zone has a 5-CARD LIMIT. Once all 5 
spaces in the Monster Card Zone are occupied, no further Monster 
Cards can be played or set until there is an open Monster Card space in 
the Monster Card Zone. 
C: Fusion Deck Zone: If you are playing with Fusion Monster 
Cards, put your Fusion Deck face-down in this space (Fusion Monsters 
Cards, p.10). 
D: Graveyard: When cards are destroyed, they are discarded face-
F. DECK ZONE 
E. SPELL & TRAP 
CARD ZONE 
D. GRAVEYARD 
B. MONSTER 
CARD ZONE 
A. FIELD 
CARD ZONE 
C. FUSION 
DECK ZONE 

Game Cards 
9 
MONSTER CARDS 
A. Normal Monster Cards 
A Monster Card is the basic card used to attack your opponent. Monster 
Cards are categorized by Type and Attribute. There are 20 different Types 
and 6 different Attributes. Type and Attribute affect each monster’s 
ability to Attack and Defend. 
The overall strength of a monster is indicated by its Level (the number of 
stars at the upper right of the Monster Card). Also note that italicized text 
in the Card Description box is descriptive text only, and has NO effect on 
gameplay. A Monster Card is color-coded YELLOW. 
Game Cards 
8 
6. GAME CARDS 
Three main card types are used in Yu-Gi-Oh!: Monster Cards, Spell 
Cards, and Trap Cards. Additionally, each type of card is divided into 
further sub-categories. For now, just read the card descriptions. After 
familiarizing yourself with the Phases of Gameplay (p.22), you will 
understand the special role of each of the cards. 
IMPORTANT! 
In all cases where the rules in this rulebook conflict with the rules on a 
Yu-Gi-Oh! game card, follow the rules on the card. 
Activate – Whenever you use the effects of a Spell Card, Trap 
Card, and Effect Monster Card, you “activate” the card’s effect. 
When you activate a card’s effect, it is immediate. 
Set - The act of placing a card face-down on the field is referred 
to as “Set”. A Set card’s effect is not activated immediately. Also, a 
Set Monster Card is not considered to be summoned until it is 
turned face-up. A Set monster must be placed HORIZONTALLY in 
face-down Defense Position (monsters summoned normally are 
placed VERTICALLY, in face-up Attack Position). Set Spell and Trap 
Cards are placed vertically on the field. 
The Field - Throughout these rules, and on the card text itself, 
the Monster Card Zone, Spell & Trap Card Zone and Field Card 
Zone together will be referred to as the field. 
Destroyed - A card that is destroyed is sent to the Graveyard. 
Removed from Play - A card that is removed from play is NOT 
sent to the Graveyard. Instead, it is set aside and is not allowed to 
re-enter the current Duel. 
A Word on Game Text 
typeDragon • Spellcaster • Zombie • Warrior • Beast-Warrior •Beast • 
Winged Beast • Fiend • Fairy • Insect • Dinosaur • Reptile • Fish • 
Sea Serpent • Machine • Thunder • Aqua • Pyro • Rock • Plant 
attribute EARTH • WATER • FIRE • WIND • LIGHT • DARK 
monster 
name 
attribute 
level 
atk 
(attack Points) 
def 
(defense Points)card description 
type 

Game Cards 
11 
GAMEPLAY RULES for FUSON MONSTER CARDS 
During your turn, if you have the Spell Card “Polymerization” and the 
Fusion-Material Monsters required to form a Fusion Monster, either 
on the field or in your hand, you can perform a Fusion as a Special 
Summon by activating “Polymerization”(Special Summon, p.25). 
When Fusion is performed, select the appropriate Fusion Monster 
Card from your Fusion Deck and place it face-up on an open Monster 
Card Zone space in either Attack or Defense Position. The 2 (or more) 
Fusion-Material Monster Cards that have been fused, as well as the 
"Polymerization" Spell Card used to perform the Fusion, are 
destroyed. 
When a Fusion Monster is destroyed, it is sent to the Graveyard. If a 
Fusion Monster Card is returned to your hand, place it back in the 
Fusion Deck instead. 
NOTE: Since a "Fusion" is considered a Special Summon, the card will 
be immune to cards such as a "Trap Hole." Also, since it is a Special 
Summon you can conduct a Normal Summon or Set another monster 
in the same turn. 
Example: 
The Fusion-Material Monsters for "Darkfire Dragon" are on the field 
(“Firegrass”) and in your hand (“Petit Dragon”), AND you have 
"Polymerization" in your hand. Declare that you are performing a 
Fusion and place "Polymerization" on the Spell & Trap Zone. 
Select "Darkfire Dragon" from your Fusion Monster Deck and place it 
in an open Monster Card Zone. Remember that a monster summoned 
to the field in this manner is considered a Special Summon, and 
allows the player to conduct a Normal Summon or a Set in the same 
turn. 
The cards used – "Firegrass," "Petit Dragon," and "Polymerization" – 
are all placed in the Graveyard when the Fusion is complete. 
Game Cards 
GAMEPLAY RULES for NORMAL MONSTER CARDS 
Normal Monster Cards are used primarily to Attack or Defend, 
although they can also be used as Tributes (Tribute Summon, p.24), to 
pay a cost (Cost Effect, p.14) , or as part of a Fusion (Fusion Monster 
Cards, below). See Main Phase 1 (p.23) for details on introducing the 
Monster Cards into play. 
B. Fusion Monster Cards 
"Fusion" means using 2 or more Monster Cards together with the Spell 
Card "Polymerization" to create a new monster, represented by a 
Fusion Monster Card. 
Each Fusion Monster Card also lists the monsters necessary to create it 
(Fusion-Material Monsters), and is further identified as "Fusion" next 
to its Type. The color of a Fusion Monster Card is VIOLET. 
10 
monster 
name 
attribute 
level 
atk 
(attack Points) 
def 
(defense Points)fusion-material 
monsters & card 
description 
type 
Fusion Monster Cards ARE NOT included in this Starter Deck. 

NOTE: Ritual Monster Cards are included in the Deck, NOT the Fusion 
Deck. Therefore, they are counted in the 40 card minimum limit of the 
Deck. 
GAMEPLAY RULES for RITUAL MONSTER CARDS 
During your turn, if you have a Ritual Monster Card in your hand, and 
the specific Ritual Spell Card mentioned on the Ritual Monster Card 
(either on the field or in your hand), as well as the Monster cards 
required as a Tribute, you can perform a Ritual Summon by activating 
the Ritual Spell Card. Follow the instructions printed on the Ritual 
Spell Card. 
The Ritual Monster Card is then placed face-up on an open Monster 
Zone space on the field in either Attack or Defense Position. The 
Tribute monsters and the Ritual Spell Card used to perform the Ritual 
Summon are destroyed. 
When a Ritual Monster is destroyed it is sent to the Graveyard. If a 
Ritual Monster Card is returned to your hand, you cannot place it on 
the field again without performing another Ritual Summon. 
A monster summoned to the field in this manner is considered a 
Special Summon, and allows the player to conduct a Normal 
Summon or a Set in the same turn. 
D. Effect Monster Cards 
Monster Cards that possess magical effects are referred to as Effect 
Monster Cards. The broad range of Effects are divided into the types 
listed on the following page. For details regarding the effects, refer to 
the instructions printed on each individual card. Effect Monster Cards 
are color-coded ORANGE. 
Game Cards 
13 
Game Cards 
C. Ritual Monster Cards 
Ritual Monsters Cards ARE NOT included in this Starter Deck. 
A Ritual Monster Card is a special monster that can be summoned 
onto the field only when you have a designated Ritual Spell Card and 
the Monster Cards required to fulfill the conditions described on the 
Ritual Spell Card as a Tribute, either on the field or in your hand. Ritual 
Monster Cards are color-coded BLUE. 
A Fusion Deck is a group of Fusion Monster Cards that result 
from a successful fusion. When a Fusion is performed, Fusion 
Monsters are not randomly drawn, but selected from the 
Fusion Deck. The Fusion Deck should always be kept separate 
from the Deck, and placed face-down in the Fusion Deck Zone 
of the Game Mat. Remember the cards of Fusion Deck are NOT 
counted in the 40 card minimum limit of the Deck. 
Fusion Deck 
monster 
name 
attribute 
level 
atk 
(attack Points) 
def 
(defense Points)card description 
type 
12 

Game Cards 
15 
opponent’s Life Points (Direct Damage, p.31), or when you have fulfilled a 
specific requirement indicated on the card itself. 
V. Multi-Trigger Effect * 
These are special Effect Monster Cards that you can activate even if it is 
your opponent’s turn. 
*These types of Effect Monster Cards do not appear in this Starter 
Deck. 
E. Monster Tokens 
Monster Tokens are used IN PLACE of Monster Cards. The tokens 
represent monsters that appear on the field as a result of a card being 
activated. As they are not actual cards, these monsters are not 
included in a Deck (Deck Construction, p. 34). 
Use coins or a similar marker (as long as it can be flipped to indicate 
Attack Position [heads] or Defense Position [tails]) as a Monster Token. 
When put into play, Monster Tokens are placed on the Monster Card 
Zone of the Game Mat. When destroyed, Monster Tokens are simply 
removed from the field. Similarly, if Monster Tokens are returned to a 
player’s hand by card effects, they are also removed from the field. 
Monster Tokens count toward the 5-card Monster Card Zone limit. 
Cards involving Monster Tokens are not included in this Starter Deck. 
SPELL CARDS 
There are several types of Spell Cards. Spell Cards can only be 
activated or Set during Main Phases (Phases of Gameplay, p.22). The 
only exception to this rule are Quick-Play Spell Cards. 
Spell Card types are identified by the card icons listed at the end of 
this section (Card Icons, P. 19). Spell Cards are color-coded GREEN. 
Game Cards 
14 
I. Flip 
Flip Effect monsters are easily identified by the word “FLIP” at the 
beginning of their card description. The monster’s effect is activated 
when the card is flipped from face-down to face-up. The effect is also 
activated if the card is flipped face-up as a result of a Spell or Trap Card, 
or another monster’s attack. If a Flip Effect monster is destroyed after 
being activated in this way, the Flip Effect is applied BEFORE the card is 
destroyed (Battle Phase Quick Reference Chart, pp.27-28). 
IMPORTANT! If a Flip Effect monster is Normal Summoned instead of 
Set, its effect IS NOT activated. 
II. Continuous Effect 
As long as this Monster Card is face-up on the field, its effect remains 
active. When the monster is turned face-down, its effect is no longer 
active. 
III. Cost Effect * 
You must discard your hand or pay Life Points in order to activate this 
card. Costs vary from card to card so be sure to read the instructions 
printed on each card. 
IV. Trigger Effect 
These cards are activated when you inflict Direct Damage to an 
monster name attribute 
level 
atk 
(attack Points) 
def 
(defense Points)card description 
type 

Game Cards 
17 
One monster can be equipped with several Equip Spell Cards. However, 
Equip Spell Cards count towards your 5-card Spell & Trap Card limit 
(even cards attached to an opponent’s monster), so be sure to use 
them wisely. 
D. Field Spell Cards 
These cards are used to alter the conditions on the field and modify 
the Attack and Defense capabilities of all applicable monsters on the 
field controlled by either player. They are placed in the Field Card 
Zone and are NOT included in the Spell & Trap Card Zone’s 5-card 
limit. They may be placed face-down in the Field Card Zone, but will 
not be activated until flipped face-up. 
There can only be 1 active Field Spell Card on the field at any given 
time between both players. When a new Field Spell Card of your 
opponent is activated, your previous active Field Spell Card is sent to 
the Graveyard. You CANNOT activate or Set a new Field Spell Card of 
your own unless your current Field Spell Card is destroyed by “Heavy 
Storm,” etc. Also, if a Field Spell Card is destroyed and there are no 
active Field Spell Cards on the field, the field returns to the original 
state that it was at the beginning of the game. 
If a player’s Field Spell Card is Set when an active Field Spell Card is 
destroyed, the Set card does not automatically activate. Field Spell 
Cards can only be activated by a player, but never during an 
opponent’s turn. 
E. Quick-Play Spell Cards * 
This type of card can be activated during a Battle Phase as well as 
during a Main Phase. If you Set this card on the field, you can also 
activate it during your opponent’s turn like a Normal Trap Card. 
Quick-Play Spell Cards also count towards your 5-card Spell & Trap 
Card limit, and there must be an open space in the Spell & Trap Card 
Zone in order to use it. 
16 
A. Normal Spell Cards 
Normal Spell Cards have no icon. Once their spell is activated these 
cards are destroyed. Like the "Dark Hole" card, they are often very 
powerful. 
B. Continuous Spell Cards * 
These cards remain on the field once they are played and their spell 
effect continues until they are destroyed or removed. There is often a 
cost involved to maintain the effect of this type of Spell Card. 
C. Equip Spell Cards 
These cards allow you to modify the strength of monsters. When 
playing this card to the field, place it so that it overlaps with the 
Monster Card that you wish to equip. 
Usually, this card can only be used with monsters that are face-up on 
the field. However, you may equip either your own OR your 
opponent’s Monster Cards with Equip Spell Cards. In some cases, 
certain monsters cannot be equipped with these cards (refer to the 
individual card’s text). 
spell 
name 
type 
icon 
card description 
Game Cards 

B. Counter Trap Cards* 
These Trap Cards are activated in response to the Summon of 
monsters or to neutralize the effects of Spell or Trap Cards. Once 
activated, this type of card is destroyed. 
* vThis type of Trap Card does not appear in this Starter Deck. 
C. Continuous Trap Cards 
These cards remain on the field once they are activated and their 
effect continues until they are destroyed or removed. There is often a 
cost involved to maintain the effect of this type of Trap Card. 
7. CHAINS 
A. What is a Chain? 
A "Chain" is a rule used to easily determine the outcome of a complex 
battle resulting from a series Spell or Trap Cards played by both 
players. For example, let’s say that a player uses a Spell Card. That Spell 
Card is placed in a hypothetical link called Chain Link 1. If the player’s 
opponent responds by playing one of their own Spell or Trap Cards, 
a Chain has been started, with this card placed in Chain Link 2. Using 
this method to deal with subsequent plays, the links are stacked from 
bottom to top until both players have finished playing cards (the same 
player can play consecutive cards if their opponent does not 
respond). The effects are then resolved, starting at the top link and 
working down to the Chain Link 1 at the bottom. 
F. Ritual Spell Cards * 
These card are needed to summon a Ritual Monster. After the Ritual 
Monster Summon, it is destroyed together with the required Tribute 
monster(s). 
*These types of Spell Cards do not appear in this Starter Deck. 
TRAP CARDS 
You can Set these cards on the field and activate them at any time 
after the start of the next turn providing the requirements for 
activating the Trap Card have been met. Trap Card types are identified 
by the card icons listed on the following page. Trap Cards are color-
coded PURPLE. 
A. Normal Trap Cards 
Normal Trap Cards have no icon. Once activated, this type of card is 
destroyed. 
There are 6 types of icons that represent the properties of a 
Spell or Trap Card’s effect when activated. 
Equip Counter Field 
Continuous Quick-Play Ritual 
19 
Chains 
Card Icons 
trap 
name 
type 
icon 
card description 
Game Cards 
18 

Chains 

B. Opponent’s Chance to Respond 
The player whose Trap or Spell Card has been countered always has a 
chance to respond with another play – an opportunity that could 
result in adding yet another link to the Chain. When making a play on 
a Chain, you must always ask your opponent, "Do you wish to 
continue?" If you continue play without asking your opponent, they 
may raise an objection that will lead to a Replay (Replay Rules, p.29). 

Example: This is an example of a Chain: 

Stack up according to the orderthat the cards are played.
Determine outcome starting with 
the last card played. 
Chain Link 4 
Counter trap used against Chain Link 3. 
Chain Link 3 
Counter trap used against Chain Link 2. 
Chain Link 2 
Quick-Play Spell used in response to Chain Link 1. 
Chain Link 1 
The first effect from the Spell, Normal Trap, 
or Effect Monster Card used. 
The outcome is determined starting with the most recent card played 
at the top of the Chain links, and proceeding down to Chain Link 1. 

C. Spell Speed 
Spell, Trap, and Effect Monster Cards all have different speeds. You 
can only respond to a card and start a Chain by playing a card of 
equal or greater speed. The exception to this rule are Spell Speed 1 
cards, which CANNOT be used against each other. 

I. Spell Speed 1 
This is the slowest of all the Spell Speeds. 

20 

Chains 

• Normal Spell • Equip Spell • Field Spell •Ritual Spell 
• Effect Monster (Continuous, Cost, Trigger, and Flip) 
Spell Speed 1 cards cannot be played against each other. 
II. Spell Speed 2 
These cards can be used against a card with a Spell Speed of 1 or 2. 

• Quick-Play Spell • Normal Trap •Continuous Trap 
• Effect Monster (Multi-Trigger) 
Spell Speed 2 or 3 cards can be used against them. 
III. Spell Speed 3 
This card can be used against any Spell Speed. 

• Counter Trap 
Only another Spell Speed 3 card may be used against it. 
21 

Phases of Gameplay 
23 
A. Draw Phase 
During this phase, you are required to draw 1 card from the top of 
your Deck. A player who is out of cards and unable to draw during this 
phase is declared the loser. 
B. Standby Phase 
If there are any cards in play on the field that specifically state that 
certain actions must be taken during this phase, these must be dealt 
with prior to entering the Main Phase. Refer to the cards for specific 
details regarding the actions to be taken. If there are no such cards in 
play, proceed to Main Phase 1. 
C. Main Phase 1 
During this phase, you may: (1) Normal Summon or Set 1 Monster 
Card, (2) activate and/or Set Spell Cards and (3) Set Trap Cards. Keep 
in mind that you may not exceed the 5-card limit for the Monster 
Card Zone or the Spell & Trap Card Zone. 
During this phase, you may also change the Attack or Defense Position 
of cards placed on the field during a previous turn. The position of 
each card can be changed only once in a single turn, during either 
Main Phase 1 or 2. The Damage Step (p.30) details how this position 
effects the outcome of a Duel. 
IMPORTANT! You CANNOT change the Battle Position (Attack to 
Defense Position or vice-versa) of a Monster Card during the same 
turn in which it has been Summoned or Set. 
At the end of Main Phase 1, you can choose to enter the Battle Phase 
or proceed to the End Phase (the starting player cannot conduct a 
Battle Phase in their first turn). 
I. Summon or Set Monster Cards 
During either Main Phase 1 or 2 of your turn, you can Summon or Set 
only 1 Monster Card on the field. 
To Summon a Monster Card, select it from your hand and place it face-
up vertically (Attack Position) on an open Monster Card Zone space. 
22 
8. Phases of Gameplay 
Repeat these phases for each subsequent turn 
Next Player’s Turn 
1. Start Step 
2. Battle Step 
3. Damage Step 
4. End Step 
Draw Phase 
Main Phase 1 
Standby Phase 
Battle Phase 
Main Phase 2 
End Phase 
Battle 
Again? 
Yes 
No 
If no Battles 
are Conducted 
Phases of Gameplay 
Gameplay Terminology 
Turn -Gameplay progresses in a series of alternating turns. Each 
player’s turn consists of six phases in which a number of actions can be 
undertaken. 
Phase -Phases define the order in which actions can be undertaken by 
a player during their turn. Each phase is limited to a specific set of 
actions. 
Step -A sub-category of a phase. This is only used in the Battle Phase. 

Phases of Gameplay Phases of Gameplay 

To Set a Monster Card, select it from your hand and place it facedown horizontally (Defense Position) on an open space in the 
Monster Card Zone. 

a. Normal Summon 
Summoning a monster without the aid of spell or effects is called a 
Normal Summon. A Normal Summon can only be conducted once in a 
single turn, during either Main Phase 1 or 2 (keep in mind that only 5 
Monster Cards are allowed in the Monster Card Zone at any given time). 

When playing a Monster Card to the field, a player must choose to place 
the card in 1 of 2 positions: Attack Position or Defense Position. For 
Attack Position, place the card face-up and vertical (a Summon). For 
Defense Position, place it face-down and horizontal (a Set). Keep in 
mind that you cannot change the Battle Position (Attack to Defense 
Position or vice-versa) of a Monster Card during the same turn in which it 
has been Summoned or Set. 

NOTE: It is important to remember that a Monster Card played to the 
field in face-down Defense Position IS NOT considered to be 
summoned. Instead, it has simply been Set and can be summoned with a 
Flip Summon (Flip Summon, p.25). 

The Attack or Defense Position of a Monster Card already placed on the 
field may only be changed once in a single turn, during either Main Phase 
1 or 2. With the exception of special conditions, once the position of a 
Monster Card has been changed, the card must remain in the changed 
position throughout the turn in progress. 

Tribute Summon 

When summoning a monster that is Level 5 or higher (indicated by the 
number of stars that appear on the upper right of a Monster Card), you 
must offer 1 or more of your Monster Cards on the field as a Tribute by 
sending them to the Graveyard. If you are summoning a monster that is 
Level 5 or 6, you must offer 1 monster as a Tribute, and if you are 
summoning a monster that is Level 7 or higher, you must offer 2 
monsters. 

24 

IMPORTANT! Even if the Level 5 or higher monster is Set rather than 
Summoned, the necessary Tribute monster must STILL be offered before 
the monster is Set. In other words, you cannot Set a Level 5 or higher 
monster in order to avoid offering a Tribute. 

A Tribute Summon is considered a Normal Summon. Therefore, a Tribute 
Summon and another Normal Summon CANNOT be performed in the 
same turn. 

Aside from a Normal Summon, there are 2 additional ways to summon 
a monster: Flip Summon and Special Summon. 

b. Flip Summon 
The act of turning a card from face-down Defense Position to face-up 
Attack Position is referred to as a flip. Intentionally flipping a card and 
positioning it for an attack is termed Flip Summon. Remember that a 
Monster Card placed face-down on the field (a Set) is not considered 
as summoned - it is considered summoned for the first time when it is 
flipped face-up. However, when a face-down Monster Card is flipped 
face-up as the result of an attack or an effect from another card, it is 
not considered to be Flip Summoned. Its flip effect, however, is 
activated as soon as it is flipped face-up. Also keep in mind that a 
Monster Card Set in a Main Phase cannot be flipped during a Main 
Phase of the same turn. 

A Flip Summon card is not considered a Normal Summon. Therefore, 
you can perform a Normal Summon and 1 or more Flip Summon(s) in 
the same turn. If you have multiple face-down monsters you can Flip 
Summon as many or as few as you wish, but keep in mind that you can 
only change the position of a Monster Card once during any given turn. 

c. Special Summon 
A Special Summon is when Fusion, Ritual, Spell, Traps or Monster 
Effects are used to place another monster on the field. 

A Special Summon is different from a Normal Summon in that it can 

25

27 
D. Battle Phase 
Once attack preparations have been made in Main Phase 1, you enter 
the Battle Phase. If you do not wish to conduct a Battle Phase, your 
turn proceeds to the End Phase. 
Keep in mind that the starting player cannot conduct a Battle Phase in 
their first turn, even if they have placed a Monster Card on the field. 
BATTLE PHASE QUICK REFERENCE CHART 
start step 
Declare that you are entering the Battle Phase. 
You and your opponent may both play Quick-
Play Spell and/or Trap Cards. 
battle step 
Select and announce 1 monster to attack with, 
and declare 1 of your opponent’s monsters your 
target (the monster you wish to attack). You and 
your opponent may both play Quick-Play Spell 
and/or Trap Cards. 
Phases of Gameplay 
Once a Normal Spell Card is placed face-up on the field, it is activated 
immediately and is then destroyed. Equip and Field Spell Cards (generally 
used to modify the strength of a Monster Card) and Spell Cards with a 
“Continuous” icon remain on the field until they are destroyed or removed 
from the field. 
Trap Cards are usually destroyed immediately after being activated unless they 
have a “Continuous” icon. 
Summary 
Certain Spell and Trap Cards have the effect of giving you control over an 
opponent’s monster. When this occurs, use the following rules: 
•When you take control of an opponent’s monster, move the Monster Card 
to your own Monster Card Zone. 
• If you control a face-down monster with a Flip Effect that was Set by your 
opponent, the card’s Flip Effect is activated when you flip it face-up and its 
effects are applied as if you were the card’s owner. 
•A monster you control counts towards your 5-card Monster Card Zone limit. 
Controlling an Opponent’s Monster 
Therefore, you cannot take control of an opponent’s monster if your 
Monster Card Zone is filled. 
•Equip Spell Cards attached to a Monster Card always stay in the Spell & Trap 
Card Zone of the person who played the card and count toward the 5-card 
Spell & Trap Card Zone limit for that player. The Equip Spell Card effects do 
not change, even if the Monster Card and Equip Spell Card are on different 
player’s fields. 
•Monster Cards under your control can be used in the same way as your 
own Monster Cards: to attack, defend, or to use as a Tribute. Controlled 
Monster Cards destroyed or offered as a Tribute are sent to your 
opponent’s Graveyard. 
•If you change the Battle Position of the monster you are controlling, when 
control reverts back to your opponent the monster must remain in the same 
Battle Position it was in during your End Phase. 
26 
Phases of Gameplay 
be used repeatedly within the same turn to summon monsters onto 
the field. Be sure to follow the specific instructions printed on the 
cards when executing a Special Summon. 
II. Activate or Set Spell & Trap Cards 
Unlike Monster Cards, you can bring more than one Spell and/or Trap 
Card into play during the Main Phase, provided there is room in the 
Spell & Trap Card Zone. A player can have only 5 Spell and/or Trap 
Cards on the field at the same time in the Spell & Trap Card Zone. 
Field Spell Cards are not included in this 5-card limit. The 5-card 
limitation also applies to any Equip Cards the player may have 
attached to an opponent’s Monster Card. 
A Spell Card can either be activated (face-up) or Set (face-down) on 
the field. When a Spell Card is placed face-up, the effect is 
immediately activated. 
A Trap Card must always be placed face-down on the field (Set). 
For Spell or Trap effects, follow the instructions listed on each card. 

I. Start Step 
Announce that you are going into Battle Phase. Quick-Play Spell 
and/or Trap Cards can be activated by either player at this time. 
II. Battle Step 
During their respective turns, players are allowed 1 attack for every 
monster on the field in face-up Attack Position. However, a single 
monster can only attack once per turn. 
Phases of Gameplay 
29 
The attacking player chooses 1 of their monsters and designates 1 of 
the opponent’s monster as a target. Play then proceeds immediately 
to the Damage Step, returning to the Battle Step if the attacking player 
wishes to attack again with another monster. If the opposing player has 
no monsters on the field, the selected monster’s attack will inflict 
Direct Damage on the opposing player’s Life Points (Direct Damage, 
p.31). 
A monster in Attack Position does not have to attack. Depending on 
the situation, you can choose whether or not a monster will participate 
in battle. Once a monster attacks, it may not be changed to Defense 
Position in the same turn. In addition to monster attacks, both players 
may use their Quick-Play Spell and Trap Cards during this step. 
Phases of Gameplay 
28 
Returning gameplay to a previous step and playing that step over 
again is known as a “Replay”. For Example, if the number of your 
opponent’s monsters on the field change due to the effect of Trap 
or Quick-Play Spell Cards during your Battle Step, a Replay is 
triggered. When this occurs, play returns to the beginning of the 
Battle Step with the attacker choosing a new attacking monster 
and target. 
Example: During your Battle Step, you have declared an attacking 
monster and designated an opponent’s monster as a target. Your 
opponent then activates their "Ultimate Offering" Trap Card, 
allowing them to summon another monster to the field. Since your 
opponent now has a different number of monsters on the field 
than they did when the Battle Step began, a Replay is triggered and 
you may again choose a monster to attack and designate a target 
for the attack. Because a Replay returns play to the beginning of the 
current Battle Step only, monsters destroyed in previous Battle 
Steps are unaffected. 
Replay Rules 
Battle Step 
• Select an attack monster 
• Designate a target 
• Use Quick-Play Spell or Trap Cards 
Damage Step 
• Flip target card face-up if face-down 
• Calculate and apply damage 
• Resolve effects 
• Send to the Graveyard 
End Step 
Repeat for subsequent 
monster attacks 
Flow of the Battle & Damage Steps 
damage 
step 
Calculate the damage points of the designated 
monsters. If a monster has a Flip Effect, apply it 
immediately after damage calculation. However, a 
Flip Effect does not affect monsters that have 
already been destroyed as a result of damage 
calculation. 
end step 
Resolve all battles by repeating the Battle and 
Damage Steps as many times as necessary, then 
declare an end to your Battle Phase. 
You and your opponent may both play Quick-
Play Spell and/or Trap Cards. 

Phases of Gameplay 

III. Damage Step 
In this step, the players calculate the damage from the monster’s attack. A 
monster destroyed as a result of battle is sent to the owning player’s 
Graveyard. 

The Damage Step is conducted in the manner described in the following 
pages. During the Damage Step, only Quick-Play Spell Cards or Trap Cards 
that modify the Attack and/or Defense of a monster may be activated. In 
addition, these cards can only be played before the calculation of 
damage. 

Upon completion of the Damage Step, return to the Battle Step if the 
attacking player wishes to attack again with another monster. 

DETERMINING DAMAGE 

a. When the Opponent’s Monster is in Attack Position 
When attacking a monster that is in Attack Position (face-up and vertical), 
COMPARE THE ATK (ATTACK) OF BOTH MONSTERS. 
i. Attacker’s ATK Points 
> 
Opponent’s ATK Points Attack Results: 
When the attacking monster’s ATK points are higher than the ATK points
of the opponent’s monster, the opponent’s monster is destroyed.
Damage: 
Subtract the ATK points of the opponent’s monsters from the ATK points
of the Attacking Monster. This result is subtracted from the opponent’s
Life Points.
ii. Attacker’s ATK Points 
= 
Opponent’s ATK Points Attack Results: 
When the attacking monster’s ATK points are equal to the ATK points of
the opponent’s monster, the result is considered a draw, and both
monsters are destroyed.
Damage: 
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker’s ATK Points 
< 
Opponent’s ATK Points Attack Results: 
When the attacking monster’s ATK points are lower than the ATK points
Phases of Gameplay 

of the opponent’s monster, the attacking monster is destroyed.
Damage: 
Subtract the ATK points of the attacking monster from the ATK points of
the opponent’s monster. This result is subtracted from the attacker’s Life
Points. 

b. When the Opponent’s Monster is in Defense Position 
When attacking a monster that is in Defense Position (face-down and 
horizontal), COMPARE THE ATK (ATTACK) OF THE ATTACKING MONSTER 
WITH THE DEF (DEFENSE) OF THE OPPONENT’S MONSTER. 
i. Attacker’s ATK Points 
> 
Opponent’s DEF Points Attack Results: 
When the attacking monster’s ATK points are higher than the DEF points
of the opponent’s monster, the opponent’s monster is destroyed.
Damage: 
Neither player takes any damage. Their Life Points remain the same.
ii. Attacker’s ATK Points 
= 
Opponent’s DEF Points 
Attack Results: When the attacking monster’s ATK points are equal to the
DEF points of the opponent’s monster, neither monster is destroyed.
Damage: 
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker’s ATK Points 
< 
Opponent’s DEF Points 
Attack Results:
When the attacking monster’s ATK points are lower than DEF points of
the opponent’s monster, neither monster is destroyed.
Damage: 
Subtract the ATK points of the attacking monster from the DEF points of
the opponent’s monster. This result is subtracted from the attacker’s Life
Points.
c. Direct Damage: When the Opponent Has No Monsters 
If your opponent does not have any monsters on the field, they take 
Direct Damage. The full amount of the attacking monster’s ATK points is 
subtracted from the opponent’s Life Points. 
30 31

33 
Following the Damage Step, the attacking player can return to the 
Battle Step, choose another monster, and engage in another battle. 
Keep in mind that each Attack Position monster may only attack 
once per turn. The player can repeat these steps as many times as they 
have monsters available to attack. 
IV. End Step 
Once all battles have been resolved, the player enters the End Step and 
announces the end of their Battle Phase. 
E. Main Phase 2 
When the Battle Phase is over, the turn proceeds to Main Phase 2. As 
in Main Phase 1, you may Set or play Monster, Spell, and/or Trap 
Cards. Remember that you are allowed to change the Attack or 
Defense Position of each monster or perform a Normal Summon 
only ONCE PER TURN. Also keep in mind that you may not exceed the 
5-card limit for the Monster Card Zone or the Spell & Trap Card Zone. 
F. End Phase 
Announce the end of your turn. If your hand contains more than 6 
cards, discard to the Graveyard until only 6 cards remain in your 
hand. The opposing player then begins their turn with the Draw Phase. 
G. End of the Duel 
Repeat Phases 1 through 6 in alternating turns until a winner is 
decided. 
32 
Phases of Gameplay 
Example of Battle & Damage Steps 
(Battle Step) 
1. The Target Monster is Attacked: 
The attacking player selects one of their own monsters for the attack and 
designates the opponent’s monster as a target. Both players can play 
Quick-Play Spell or Trap Cards. 
(Damage Step) 
2. Determine Attack Results: 
If the target monster is in face-up Attack Position, compare the ATK 
points of both monsters. 
If the target monster is in face-down Defense Position, the card is flipped 
face-up. Compare the attacking monster’s ATK points with the target 
monster’s DEF points. 
Quick-Play Spell or Trap Cards that modify the ATK and/or DEF of a 
monster may be played here. 
3. Calculate Damage: 
Calculate and apply damage from the battle. 
4. Apply the Effects of Effect Monsters: 
If the target monster has a Flip Effect, it is applied here. Review the 
instructions on the flipped card and apply it. 
Do not apply effects to monsters that are already destroyed. If there are 
monsters with effects other than Flip Effects, these should be applied here 
as well. 
5. Send to the Graveyard: 
Monsters destroyed in battle are sent to the Graveyard now. If a monster has 
an effect stating “When this card is sent from the field to the Graveyard…”, 
the effect is applied during this step. 
If an attacked Defense Position monster is not destroyed, it remains in face-
up Defense Position. It DOES NOT return to face-down Defense Position. 
6. Determine Whether to Attack Again 
If other monsters can attack, choose to return to the Battle Step or 
proceed to the End Step. 
Phases of Gameplay 

III. How to Create Your Side Deck 
In between Duels, you are allowed to use a Side Deck of 15 cards to 
adjust the contents of your Deck. Prepare your Side Deck with cards 
that help address the weaknesses in your Deck or have the power to 
neutralize specific cards. 
C. Forbidden and Limited Cards 
According the Official Rules, certain cards have specific quantity 
restrictions that limit the number that can be included in a Deck. 
Please see the official Yu-Gi-Oh! ONLINE website 
(www.yugioh-online.net) for the current list of Forbidden and Limited 
cards in the Yu-Gi-Oh! ONLINE software. 
Deck Construction 
34 
9. Deck Construction 
Once you have mastered the basic rules of Yu-Gi-Oh!, the next step 
is to create your own Deck. This is known as Deck Construction. The 
rules for constructing a Deck are simple, but it takes skill to put 
together a strong Deck. We’ll also give you some hints on putting 
together your Deck in this section. 
A. Deck Construction Rules 
A Deck must contain at least 40 cards. Keep in mind that Decks with 
too many cards mean you will have a smaller chance of drawing the 
cards you need, so its best to limit your cards to around 40. 
You can have up to 3 duplicates of the same card in your Deck. 
Cards included in your Side Deck count towards this 3 duplicate 
limit. Also, be aware of Forbidden and Limited Cards, p.35. 
B. Deck Construction Hints 
I. Keep the Monster Card to Spell/Trap Card ratio at 1 : 
1 
The building blocks of your Deck are the Monster Cards. No matter 
how many powerful Spell or Trap Cards you have, no monsters on 
the field means you’ve got nothing to defend your Life Points. A 
general rule of thumb is that roughly half of your Deck should be 
made up of monsters. Therefore, if you’ve got a Deck of 40 cards, 
around 20 should be Monster Cards. 
II. Keep The Number of High Level Monsters To A 
Minimum 
In order to perform a Tribute Summon (required for a Level 5 or higher 
monster), you will have to offer monsters as a Tribute. If your Deck is 
filled with high-level monsters, summoning them to the field will be very 
costly. Instead, include lots of Level 4 or lower monsters in your Deck 
and keep the number of high-level monsters to a minimum. 
Deck Construction 
Powerful Cards 
The following cards will help strengthen anyone’s Deck: 
• Raigeki • Monster Reborn • Dark Hole 
• Change of Heart