$YUGIOH

How to play

The original game with the original rules. You never have to memorise a ruling: the duel only offers moves that are legal, and it asks whenever you can respond.

The goal

Both duelists start with 8,000 Life Points. Bring your opponent to 0 and you win. There are three ways to get there.

Life PointsBring them to 0 with attacks and card effects.
Deck outA duelist who has to draw from an empty deck loses.
ExodiaHold all five pieces of Exodia in your hand and you win on the spot.

The field

The classic playmat, the way the original game played. Five zones for monsters, five for spells and traps, and your piles at the sides. There are no Extra Monster Zones.

Field
Monster
Monster
Monster
Monster
Monster
Grave­yard
Extra
Spell / Trap
Spell / Trap
Spell / Trap
Spell / Trap
Spell / Trap
Deck
  • The Graveyard is face up. Both duelists can read it at any time.
  • The Extra Deck holds your Fusion Monsters. Only you can look at yours.
  • One Field Spell can be active at a time.

The turn

You open with 5 cards. Every turn starts with a draw, the very first one included. The duelist who goes first can't attack on that first turn.

1DrawDraw one card.
2Standby"During the Standby Phase" effects happen here.
3Main 1Summon, set, play spells, set traps, change positions.
4BattleAttack with your monsters.
5Main 2Anything you held back until after battle.
6EndHolding more than 6 cards? Discard down to 6.
You have 45 seconds for each move on your turn. If the time runs out, the safe choice is made for you, usually ending the turn.

Summoning monsters

  • Normal Summon or Set once a turn. Level 1 to 4 monsters come out for free. Level 5 and 6 need 1 tribute, level 7 and up need 2: you send your own monsters to the Graveyard to pay.
  • Flip Summon turns a face-down monster face up in Attack Position. It doesn't use your Normal Summon.
  • Special Summons come from card effects, and you can make as many as your cards allow.
  • Fusion uses Polymerization to send the listed monsters to the Graveyard and bring a Fusion Monster out of the Extra Deck. Ritual Monsters need their Ritual Spell and tributes whose levels add up to the requirement.

Battle

Each face-up Attack Position monster can attack once per Battle Phase. A monster summoned this turn can attack too; a monster in Defense Position can't.

Dark MagicianVSRed-Eyes Black Dragon
2500 ATK2400 ATK

Attack against attack: the lower ATK is destroyed and its duelist takes the difference, 100. Equal ATK destroys both, with no damage.

Red-Eyes Black DragonVSMystical Elf in Defense Position
2400 ATK2000 DEF

Attack against defense: 2400 beats 2000, so the defender is destroyed, but no damage goes through.

Blue-Eyes White DragonNo monsters
3000 ATKempty field

No monsters to block: a direct attack takes the full 3,000 from their Life Points.

Attack into a higher DEF and your attacker isn't destroyed, but you take the difference.

Spells and traps

Spells are played from your hand on your turn, or set first and used later. Traps must be set first and can only be used from your opponent's next turn on.

  • Normal spells and traps resolve, then go to the Graveyard. Continuous ones stay on the field while their effect lasts.
  • Equip Spells attach to a monster. Field Spells sit in the Field Zone and change the whole field.
  • Quick-Play Spells can be used on your opponent's turn once they're set. Ritual Spells perform a Ritual Summon.
  • Counter Traps are the fastest cards in the game.

Chains

When a card is activated, the other duelist can answer with one fast enough. That builds a chain, and a chain resolves backwards: the last card played happens first.

Speed 1Normal, Continuous, Equip and Field Spells, most monster effectsCan't answer anything. Played on your own turn.
Speed 2Quick-Play Spells, most traps, quick effectsCan answer speed 1 or 2, on either duelist's turn.
Speed 3Counter TrapsOnly another Counter Trap can answer one.
Mirror ForceCHAIN 1 · THEM
Mystical Space TyphoonCHAIN 2 · YOU

You attack, they flip Mirror Force, and you answer with Mystical Space Typhoon. Chain 2 resolves first and destroys Mirror Force, so chain 1 does nothing.

Whenever you can legally respond, the duel asks. A quick response window gives you 8 seconds and then passes for you. Choices you have to make always get your full time.

Building a deck

40–60cards in the Main Deck
0–15Fusions in the Extra Deck
0–15cards in the Side Deck
3copies of a card at most
  • You build with cards you own, and the banlist caps come first. Copies count by card name, so two printings of the same card share one limit.
  • The Side Deck lets you swap cards between games of a best of 3.
  • Starter copies you were given can duel, but they can't be sold, traded or put on the line in Stakes.

Format and banlist

We play the Goat format: the rules and card pool of the classic era, before Synchros. The banlist follows one idea: limit, don't forbid. Strong classics stay playable at one copy, and only cards that lock a game or loop forever on their own are forbidden.

Loading the live banlist…

This list reads straight from the game. The deck builder marks every card on it and checks your deck before a duel starts. The banlist with card art

Ranked and Stakes

Duels against the computer and against friends don't move your rating. Ranked does, and it comes in two kinds.

Duel
Rating
+1 for a win, −1 for a loss
Cards at risk
None
Deck
Any 40-card deck you own
Also earns
Championship points, and 30 credits for your first win against each new opponent a day
Stakes
Rating
+3 for a win, −3 for a loss
Cards at risk
The winner must take one card from the loser's deck
Deck
Your own, every card a copy you could lose
While playing
Both decks are locked: nothing in them can be sold, traded or burned until the match ends
  • Points: 10 for a ranked win and 3 for a loss, up to 60 a day. A match counts once it reaches 5 turns and 3 minutes. The most points earned in the last seven days decide who takes the Championship's seats.
  • The Stakes pick: only copies the loser can actually give are offered. If the winner doesn't choose within 10 minutes, the rarest one is taken, and until then the loser can't sell those cards or start another duel.
  • Leaving isn't a way out. Drop from a ranked match and you have a short window to reconnect, or you forfeit the match. In Stakes, a forfeit still hands the winner their pick.
  • Matchmaking only: you can't choose your ranked opponent, and the same two duelists aren't paired again for 30 minutes.
Know the rules, now play them.