The is a
Japanese
collectible card
game developed and published by Konami.
It is based on the fictional game of
Duel
Monsters created by
comic
artist Kazuki Takahashi, which
is the main plot device during the majority of his popular
comic Yu-Gi-Oh! and
the
Nihon Ad Systems animated
series
Yu-Gi-Oh!
Duel Monsters,
Yu-Gi-Oh! Duel Monsters GX and
Yu-Gi-Oh! 5D's and "Yu-Gi-Oh!
R" (it appears only
intermittently and under the name of Magic and
Wizards, in reference to Wizards of the
Coast
's Magic: The
Gathering, in the first seven volumes of the manga and the
1998, Toei Animation series). The
Yu-Gi-Oh! Trading Card Game, often shortened TCG, is the
part of the
Yu-Gi-Oh! card game formerly manufactured by
Upper Deck Entertainment
under
Konami's direction. First launched in
2002, the
Yu-Gi-Oh! TCG was named the top selling trading
card game in the world by Guinness World Records™ on July 7, 2009.
The trading card game contiunes to gain popularity as it is played
around the world, mostly in Japan, North America, Europe and
Australia.
In the fictional settings of the manga, anime, and films, the game
is referred to as Duel Monsters. Thus the trading card game is the
realization of a fictional game which was invented by the author
Kazuki Takahashi. The cards and rules of the fictional game are
entirely subservient to the plot of the story, and so they cannot
be made into an actual trading card game without modification.
Konami has produced most of the cards named by Takahashi with the
powers he gives them. The rules of the trading card game are quite
distinct from those of the fictional game. They are more consistent
and balanced and do not change as they do in the fictional
contexts. The original manga and the first English printing of
Volumes 1–3 and part of Volume 4 used the name
Magic &
Wizards while the other and newer English productions and both
anime versions use
Duel Monsters.
The trading cards are distributed in
Asian
countries by Konami as
Yu-Gi-Oh! Duel
Monsters: Official Card Game (OCG). Elsewhere, Upper Deck
Entertainment served as the manufacturer under Konami's direction
until 2009, when Konami took control of the Upper Deck TCG. In
response, UDE had sued Konami for $75 million, supposedly the full
amount of the game's global cost, citing a breach in contract. As
of December 27, 2008, UDE had won the injunction with Konami,
preventing the transfer of distribution rights in the western
world. A few months later, UDE lost total control of the franchise
and removed it from their website. The solid future of the
franchise is currently unknown, but Konami is continuing to
introduce new cards and are developing a new rating system called
"COSSY."
General rules
Each player begins with a set number of life points (Official rules
designate 8000) and a deck containing 40 to 60 cards. A turn-based
duel ensues in which players use Monsters, Spells (previously known
as Magic), and Trap cards to combat their opponents.
A duel is won by fulfilling one of the various conditions:
- The opponent’s life points are reduced to 0.
- The opponent is unable to draw a card from their deck during
their Draw Phase because the deck is empty.
- Another specific win condition stated by relevant cards.
Duel Terminals
Duel Terminals are
arcade machines
developed by
Konami in which players can duel
against characters from the various anime series using
touch screen controls. Players can scan some of
their real world cards to add them to their virtual deck, but only
the cards given out by the Duel Terminals themselves. There are
some changes to the rules in order to suit arcade play.
- Monster and Spell/Trap Zones are restricted to three slots
each.
- Players start with 4000 Life Points.
- Decks consist of only 40-60 cards.
- Players draw 5 cards at the duel's beginning.
- There is a time limit to player's turns.
Card types
Monster
Monsters are the main focus of Yu-Gi-Oh. Every monster has a type
(such as Warrior or Spellcaster) and an attribute (such as Light or
Dark). Every monster also has a Level. Levels determine certain
aspects of the game. For instance, a level 4 or lower monster can
ordinarily be played without sacrificing another monster on your
side of the field. A level 5 or 6 monster requires one sacrifice,
and a level 7 or higher requires two. This is called a normal
summon, and ordinarily a player can make only one normal summon per
turn. There are certain monsters who require certain conditions to
be met before playing - this is called a special summon, and a
player may special summon as many times as they want. Certain card
effects allow players to manipulate the rules of normal and special
summoning. Most monsters have effects. There are six types of
monsters.
- Normal Monster
- A monster without an effect. Sometimes, a normal monster can be
a Tuner. Tuners are used to special summon Synchro monsters below.
There are also monsters called "Gemini" monsters which are
initially normal monsters when played but later become effect
monsters. There are Fusion, Ritual, and Synchro normal
monsters.
- Effect Monster
- A monster that has an effect on the card. An example of an
effect is the ability to draw a card when flipped from face-down to
face-up or to sacrifice a monster on your side of the field to
inflict damage to your opponent. Some effect monsters are Tuner
monsters. There are Fusion, Ritual, and Synchro effect
monsters.
- Fusion Monster
- A Monster that resides in the Extra deck that can be special
summoned through 'fusing' monsters together. Fusion summoning
requires the tribute of two or more specific monsters (on the field
or in the hand) and a card effect such as Polymerization that
specifically denotes a fusion. A fusion monster can be special
summoned without naturally fusion summoning depending on certain
card effects; if a fusion monster was not properly fusion summoned
like this, then that fusion monster cannot be special summoned from
the Removed from play zone or Graveyard if that monster was sent
there.
- Fusion summoning requires specific monsters and a card effect
to perform- being sometimes difficult to pull off. Fusion summoning
may also lead the player to a severe card disadvantage.
- Ritual Monster
- A Monster that resides in the player's deck that can be special
summoned from the hand through performing a 'ritual' summon. Ritual
summoning requires the player to play a ritual spell card and
fulfilling the conditions on that spell. Ritual summoning involves
the tribute of monsters on the field or in your hand: the level
stars of the tributed monsters must be equal to or greater than the
level stars of the Ritual monster a player is summoning. Like
fusion monsters, if a ritual monster was not properly ritual
summoned it cannot ordinarily be special summoned from the Removed
from play zone or Graveyard unless the requirements of a standard
ritual summoning are fulfilled.
- Ritual summoning requires the ritual monster in hand, the spell
card to perform, and monsters to tribute- being difficult to pull
off. Ritual summoning will most likely lead the player to a severe
card disadvantage.
- Synchro Monster
- A Monster that resides in the Extra deck that can be special
summoned through 'tuning' monsters together. Synchro summoning
requires the tribute of a 'Tuner' monster and one or more non-Tuner
monsters on the field (not the hand): the level stars of the
tributed monsters must exactly equal a Synchro monster from the
Extra deck.
- Synchro summoning requires the Tuner monster and a non-Tuner to
be on the field to perform- even though getting the necessary
monsters are the field may be a slight difficulty, it is far less
troublesome to pull off than a Fusion or Ritual summon and does not
put the player at a card disadvantage. The majority of Synchro
monsters do not require any specific monster, allowing the player
to Synchro summon for any of multiple different Synchro monsters
depending on the situation.
- Token Monster
- A placeholder monster summoned through the effects of another
card. Tokens are not actually cards themselves and therefore do not
reside in the deck, Extra deck, or Side deck. They can either be
used for defense or as material for tribute or Synchro summoning.
Any rules that apply to monsters are applied to a token. When Token
Monsters leave the field or are sent to the deck, hand, graveyard,
or removed from play, they are placed outside of the duel's play
instead.
Spell
- Cards that support the player or their monsters. They are
played either from the hand or can be set on the field. They come
in five forms:
- Normal spells are Spell Speed 1 cards. Their effect is usually
activated upon playing. Players can ordinarily activate normal
spell cards during their own turn.
- Equip spells are also Spell Speed 1. The cards are "equipped"
to a monster on either side of the field and ordinarily are not
destroyed unless the monster they are equipped to is also
destroyed. They either grant bonuses or inflict penalties to a
monster or a player.
- Continuous spell cards has varied Spell Speeds. These cards
stay on the field continuously until they are destroyed by external
effect or the card itself has a time limit on how long it can be
played. Their effects continue to work as long as the card is
face-up on the field.
- Quick-play spell cards have a Spell Speed of 2. During the
controlling player's turn, quick-play spell cards may be played
directly from your hand at any point.
- Field spell cards are placed in the field spell zone and do not
have a specific Spell Speed; these cards apply an effect throughout
the whole field, such as increasing a certain type's attack. Only
one field card can be in play at a time, and playing a new field
spell destroys the previous one.
Trap
- Cards that are activated in response to certain situations,
most often when an opponent activates an effect or attacks. They
are set face down on the field and ordinarily cannot be activated
on the turn they were placed down. There usual use is to destroy
the attacking monster, negate the damage, or possibly redirect the
damage back at the opponent. There are three types of trap
cards:
- Normal traps are Spell Speed 2. They can be activated during
either player's turn as long as it has been face down for at least
one turn. Certain normal traps turn into equip cards but are still
considered normal trap cards.
- Continuous trap cards are also Spell Speed 2. Their effect
stays in play as long as the card does as well.
- Counter trap cards have a Spell Speed 3. No cards except other
Counter traps can be played after a Counter trap has been
activated. Counter card usually negate and destroy other cards and
usually have a high cost to pay.
Spell Speed
- Monster effects, spell cards and trap cards all have a certain
Spell Speed. This determines when they can be played and which
effect can be "chained" to another.
- Spell Speed 1 cards can ordinarily only be played during the
turn of the player who controls the card. This is true for Field
and Continuous spell cards only when they are initially played.
Spell Speed 1 cards cannot be chained to or activated in response
to any other card. Spell Speed 1 effects, however, can be chained
to other Spell Speed 1 effects.
- Spell Speed 2 cards can be played on either player's turn as
long as they have been face-down for at least one turn. Spell Speed
2 cards can be activated in response to any Spell Speed 1 or 2 card
or effect. Spell Speed 2 effects are rarer but are usually
compulsory to activate.
- Spell Speed 3 cards are only Counter trap cards. They can be
activated in response to either Spell Speed 1, 2, or 3.
Chaining
- A chain is when two or more card effects activate at the same
time. The rule of thumb is that a chain resolves backwards in the
order of which cards are played. For example:
- Player 1 plays a Monster Reborn spell card (Spell Speed 1).
This spell card allows Player 1 to special summon a monster from
either player's graveyard. They choose their opponent's monster,
Dark Magician.
- Player 2 activates a Call of the Haunted continuous trap card
(Spell Speed 2). This trap card allows Player 2 to special summon a
monster from their own graveyard as long as the trap card remains
on the field. They choose their own Dark Magician.
Because Player 2 activated their card last in the chain, their card
effect goes first. Player 1 now gets to choose another monster from
either player's graveyard to special summon. Most chains are
generally only a "Chain link 2", meaning only two cards are
activated in a chain. There are longer chains, however:
- Player 1 plays a Monster Reborn spell card (Spell Speed 1).
This spell card allows Player 1 to special summon a monster from
either player's graveyard. They choose their opponent's monster,
Dark Magician.
- Player 2 activates a Call of the Haunted continuous trap card
(Spell Speed 2). This trap card allows Player 2 to special summon a
monster from their own graveyard as long as the trap card remains
on the field. They choose their own Dark Magician.
- Player 1 activates a Royal Decree continuous trap card (Spell
Speed 2). This trap card negates the effect of all trap cards on
the field except for itself. This means that while player 2 has
activated Call of the Haunted and it remains face-up on their side
of the field, they are unable to special summon a monster. Because
both cards are continuous, when unless Royal Decree is destroyed
now Call of the Haunted will be unable to special summon anytime in
the future.
- Player 2 activates a Dust Tornado trap card (Spell Speed 2).
Dust Tornado destroys one spell or trap card on the field. Player 2
targets the Royal Decree.
Because a chain resolves backwards, the chain would play out like
this: Dust Tornado destroys Royal Decree. Because Royal Decree is
no longer on the field, the next effect activated is Call of the
Haunted, followed by Monster Reborn. Because Dust Tornado was
played after Royal Decree, the effect activates first, meaning the
effect of Royal Decree never negated Dust Tornado.
Formats
Tournament play
Tournaments are often hosted either by players or by card shops. In
addition,
Upper Deck,
Konami, and
Shonen Jump
have all organized numerous tournament systems in their respective
areas. These tournaments attracted hundreds of players to compete
for prizes such as rare promotional cards.
There are two styles of tournament play called "Formats;" each
format has its own rules and some restrictions on what cards are
allowed to be used during events.
The Advanced Format is used in most tournaments. This format
follows all the normal rules of the game, but also places a
complete ban on certain cards that are deemed too advantageous for
tournament play. These cards are on a special list called the
Forbidden, or Banned List. There are also certain cards that are
Limited or Semi-Limited to only being allowed 1 or 2 of those cards
in a deck, respectively. This list is updated every six
months(September 1, March 1) and is followed in all tournaments
that use this format.
Traditional format is used rarely in Official Tournaments and
reflects the state of the game before the Forbidden Card list was
created. Cards that are banned in Advanced are limited to one copy
per deck in this format.
Rating Systems
The trading card game formerly incorporated worldwide rankings, but
since Konami canceled organized play, the ratings were obsolete.
Konami is currently developing a new rating system called "Cossy,"
(Konami Card Game Official Tournament Support System).
Casual play
Casual players typically agree in advance to follow the rules of
the Traditional Format. In addition, there are countless other
unofficial variants, such as multiple player duel (where three or
more duelists play every-man-for-themselves) and use of the
Egyptian God Cards (promotional
cards from the anime/manga adaptation, which are illegal in
official tournaments). For these unofficial variants of the game,
the rules, such as what cards are legal or not, are agreed upon
ahead of time. However, very recently, official Tag (team) Duel
rules have been introduced into the main game, advertised in the
form of Tag Force 2 and Championship 2008.
Product information
Yu-Gi-Oh! Trading Cards are available in
Starter Decks, Structure Decks,
booster packs, and occasionally as promotional
cards.
Booster packs
As in all other
Trading Card
Games, booster packs are the primary avenue of card
distribution. In Konami's distribution areas, five random cards are
found in each booster pack, and each set contains between fifty and
sixty different cards. However, in Upper Deck's areas, early
booster packs contained a random assortment of nine cards (eight
common cards and one uncommon card) with the whole set ranging
around 130 cards. In order to catch up with the Japanese meta game,
two or more original sets were combined into one. Now, more recent
Upper Deck sets have simply duplicated the original set. Some
booster sets are reprinted/reissued (e.g. Dark Beginnings Volume 1
and 2). This type of set usually contains a larger amount of cards
(around 200 to 250), and they contain twelve cards along with one
tip card rather than the normal five or nine. Recently, since the
Release of Tactical Evolution, all booster packs that have a
Holographic/Ghost Rare card, will also contain a rare, meaning that
you can receive 2 uncommon cards and 7 common cards.
Tournament Boosters
There are special booster packs that are given to those who attend
a tournament. These sets change each time there is a different
tournament and have less cards than a typical booster pack. There
are eight Tournament Packs, eight Champion Packs, and one Turbo
Pack.
Promo Cards
Some cards in the TCG have been released by other means, such as
inclusion in video games, movies, and Shonen Jump manga magazines.
These cards often are exclusive and have a special type of rarity
or are never-before-seen to the public. Occasionally, cards like
Cyber Valley and Chimeratech Fortress Dragon have been re-released
as revisions.
Duelist Packs
- Jaden Yuki's Duelist Pack 1
- Jaden Yuki's Duelist Pack 2
- Jaden Yuki's Duelist pack 3
- Chazz Princeton's Duelist Pack
- Zane Truesdale's Duelist Pack
- Aster Phoenix's Duelist Pack
- Jesse Andersen's Duelist Pack
- Yusei Fudo's Duelist Pack
- Yugi Muto's Duelist Pack
- Yusei Fudo's Duelist Pack 2
Card rarity
- Common
- These cards are normal monster, spell, and trap cards that
usually have made previous appearances in other booster packs.
- Short Print
- Short Prints are identical to Commons, except they are slightly
harder to find. This only existed in the TCG, and were discontinued
after Ancient Sanctuary, but have since been re-introduced in the
TCG in Phantom Darkness.
- Holofoil Rare
- Holofoil Rares are used for early Gameboy Promos. They are akin
to Super Rares, but have a coating very similar to Parallel Common
cards. However, this coating has none of the consistent layout and
texture of the usual Parallel coating.
- Rare
- A Rare card is identified by having a silver card name and the
image is not holofoiled. There is a rare in every pack but would be
replaced by a something higher than a rare. Starting with "The
Duelist Genesis", you can get a rare and a something higher than a
rare.
- Super Rare
- A Super Rare card is identified by having a black or white card
name and the image is a holofoil. More recent video game promo
cards have been Super Rares. Currently there is a 1:5 chance of
getting one in a booster pack.
- Ultra Rare
- An Ultra Rare card is identified by having a gold card name and
a holofoil image. The odds of getting an Ultra Rare in a Booster
Pack was around 1:12 in Booster Packs before Soul of the Duelist.
from Soul of the Duelist onwards the odds became around 1:24.
However reprint sets released after Soul of the Duelist such as
Dark Revelation Volume 3 use the 1:12 ratio. Although after
Tactical Evolution the odds dropped back down to 1:12.
- ;Gold Ultra Rare
- :Gold Ultra Rare is a new type of rarity introduced in the Gold
Series. It has gold lettering and a holographic foil image like an
Ultra Rare, but also has a holographic gold image border, lore text
border, and card border. On Monster Cards, the Level Stars are
embossed in gold foil, similar to what is found on Ultimate
Rares.
- Ultimate Rare
- An Ultimate Rare card has an "embossed" foil on the Card
Artwork, including the borders of artworks, Attribute icon, and on
Monster Cards, the Level Stars. The card name is printed gold, like
an Ultra Rare. When scanned, the embossed image may be muted and
the image indistinct from the background. This card rarity is very
hard for Scalers to find, since the card is much thinner than a
normal Super Rare or Ultra Rare, with a weight comparable to that
of to a Common. Ultimate Rare cards usually also come in a less
rare variety that can be found in the same booster with the same
card number.
- On the internet market, Ultimate Rare Cards are often much more
valuable than others, even if their effectiveness in the game is
only above average.
- Ghost Rare
- Ghost Rare is a fairly recent rarity introduced in the TCG
version of Tactical Evolution. It appears to have a very shiny
silver lettering, much like a Secret Rare, with some colours
removed from the card image. The overall effect of these changes is
a pale, "Ghost-like" appearance to the card art, especially when
scanned. There are only 8 Ghost Rare TCG Cards: Rainbow Dragon,
Elemental Hero Chaos Neos, Rainbow Neos, Honest, Stardust Dragon,
Black Rose Dragon, Red Dragon Archfiend/Assault Mode,Power Tool
Dragon and Ancient Fairy Dragon which each represent alternative
foil patterns for a single secret rare card in their respective
sets, with the exception of Red Dragon Archfiend/Assault Mode and
Power Tool Dragon. This is the TCG version of Holographic Rare. The
odds of obtaining a ghost rare is approximately 1 in every 36
booster packs.
- Secret Rare
- A Secret Rare card is identified by having a silver card name
and the image has a unique holofoil known as a parallel holofoil
(named due to the parallel dot effect on the image). In sets that
are older than Tactical Evolution, secret Rares are all either the
first (#000) or last cards in a set.
- Secret Rares were at first discontinued due to excessive use of
electronic scales, however, they have been re-introduced in Strike
of Neos. Currently, the odds of getting a Secret Rare in a Booster
Pack is 1:24.
- ;Prismatic Secret Rare
- :This refers to European Secret Rare promos, whose glittery
holographics follow a very different 'prism' pattern to their North
American counterpart(s).
- ;Ultra Secret Rare
- :An Ultra Secret Rare has the Ultra Rare foil over the image,
but has the sparkly silver card name like a Secret Rare. There are
very few of these cards; only one currently exists in English (the
GSE version of "Elemental Hero Wildheart"), with the remaining ten
in Japanese.
- ;Secret Ultra Rare
- :A Secret Ultra Rare has the Secret Rare foil over the image,
but has the Gold card name like an Ultra Rare.
- :There is only one image known for this type of rarity, is an
apparently misprinted version of "Gaia the Dragon Champion" in the
original Legend of Blue Eyes White Dragon booster pack.
- Parallel Rare
- Parallel Rare is a generic term, used to refer to cards where
the entire card surface is holographic (that shows up as an even
"haze" on most scans). There are four types of Parallel Rare:
- ;Normal Parallel Rare
- :Normal black or white title, normal picture. Also known as
"Parallel Common."
- ;Super Parallel Rare
- :A Super Parallel Rare has all the characteristics of a Super
Rare (ie. foil image and a black card name) but has a coating which
makes the whole surface reflect. The coating tends to stiffen the
card and when scanned the coating creates a uniform haze on the
card.
- ;Duel Terminal Parallel Rare
- :Only found on Duel Terminal
Series cards, these are based on Normal Parallel Rares, but with a
different Parallel Coating design.
- ;Ultra Parallel Rare
- :An Ultra Parallel Rare has a gold card title like Ultra Rares,
but also has a coating across the surface to make the whole card
reflect. The coating tends to stiffen the card and when scanned the
coating creates a uniform haze on the card.
Using physical cards in Yu-Gi-Oh! video games
Nearly every card has a unique eight-digit code printed on it. When
that code is entered into one of the
Yu-Gi-Oh! video games
which accept said codes, a digital copy of that card will be added
to the player's virtual cards. Thus, players can port their
real-world decks into the games.
Some cards do not have this code. For example, all but two copies
of Japanese
Blue Eyes Ultimate Dragon cards say "Replica"
where the code should be (They are considered replicas of the other
two that were given as prizes in a Yu-Gi-Oh! tournament in
Tokyo).
Some cards do not have anything at all. For example, the
Shadow
Ghoul monster card from the English Metal Raiders and
Dark Beginning 2 booster sets has no code
number, as opposed to being a replica card. Some other examples of
cards that do not have any codes at all are
Labyrinth
Wall,
Gate Guardian and its "pieces",
Cosmo
Queen, and
Dian Keto The Cure Master.
Controversy
Otherwise, due to the nature of the inspirations of some of the
cards, such as ancient
mythology and
Japanese folklore, the card game
was a potential target for religious advocate groups to accuse of
promoting
idolatry, among other things.
Perhaps to alleviate their concerns, the English names of the cards
were not always given a direct translation, instead opting for a
name less controversial. For example, the "Black Magician" in the
original Japanese was changed to the "Dark Magician" in English,
which reduced its association with
black
magic and the card "Trial of Hell" was changed to "Trial of
Nightmare". However, this has caused some problems with the naming
of certain cards, such as Archfiends (Demons in Japan), who (before
the advent of Dark Crisis) all had unique names in the English
version. Thus they had to be reclassified as Archfiends to meet the
new standard.
See also
References
- "Yu-Gi-Oh! Card Sales Set New World Record"
"Konami Press Release" Tokyo, August 7, 2009.
- http://shriektcg.twoday.net/stories/5383180/ Konami to take
back control of TCG from UDE
-
http://dockets.justia.com/docket/court-nvdce/case_no-2:2008cv01737/case_id-63327/
UDE's Lawsuit against Konami
-
http://www.upperdeck-international.com/tabid/56/language/en-US/Default.aspx?AnnouncementID=11
Dutch courts rule in favor for UDE
- http://shriektcg.twoday.net/stories/5412898/ California courts
support Dutch finding in UDE vs. Konami case
- http://yugioh.tcgplayer.com/db/article.asp?id=2158
- http://entertainment.upperdeck.com/yugioh/en/wannaduel/
- http://www.pojo.biz/board/showthread.php?p=12411533 02 March
09
- Official YuGiOH U.S. Site - "Yugioh Forbidden/Limited
Cards: Advanced Format - Limited and Forbidden Lists"
- Official YuGiOH: Traditional Format - Limited
Lists"
- http://shriektcg.twoday.net/stories/5547423/
-
http://en.allexperts.com/q/Christianity-Christian-Living-1401/please-help-1.htm
External links