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How to Play Yu-Gi-Oh! Trading Card Game: PART I
In this part; the first part; I will teach you about the different types of cards and their uses, effects,
and advantages.
Monsters:
Monsters are the cards that you can summon. Your deck doesn't have to have monsters, but it is best to.
You can recognize monsters by the stars under the card name.
Normal Monsters:
You can tell if a monster is a Normal Monster by the card color. The card color is yellowish-tannish.
Normal Monsters have no effects.
Effect Monsters:
Effect Monsters are monsters that have effects. An effect monster could be a normal Effect Monster, having a color
of light brown. Effect Monsters could also be another type of monster with an effect.
Fusion Monsters:
Fusion Monsters are monsters that can be summoned with Polymerization. Some Fusion Monsters cannot be summoned by
Polymerization. They use Dark Fusion, some other Fusion card, or none at all. Fusion monsters cannot be Special
Summoned from the Graveyard unless they have been properly Fusion Summoned first. Fusion Monsters are a color of
deep violet. If a Fusion Monster is returned to the hand, it is returned to the Extra Deck instead.
Ritual Monsters:
Ritual Monsters are monsters that can only be Summoned by Ritual Spells. You must have the Ritual Monster and
the Ritual Spell in your hand in order to Ritual Summon. Ritual Monsters are blue-colored. You can only
Special Summon a Ritual Monster from your Graveyard if they have been properly Ritual Summoned first
Synchro Monsters:
Synchro Monsters are monsters that can only be summoned by sending to the Graveyard the Tuner(s) and the non-Tuner
monster(s) printed on the Synchro Summoned monster whose level equals exactly the level of the Synchro Summoned monster. Synchro Monsters can only be Special Summoned from the
Graveyard if they have been properly Synchro Summoned first. Synchro Monsters are white-colored.
Spells:
Spells are cards that can be used directly from your hand, during your turn. All spells are dark-turquoise colored.
Normal Spells:
Normal Spells can be used only during your turn. Normal Spells have no sign.
Quick-Play Spells:
Quick-Play Spells can be activated whenever you want during your turn when in your hand, and you can also
put one face-down, and then you can't activate it this turn anymore. It then acts like a Trap Card; you can
use it during your opponent's turn. Quick-Play Spells have a lightning bolt sign.
Field Spells:
Field Spells are unique Spell Cards that are placed in the Field Spell Zone. Field-Spells do not count to the
limit of only 5 Spells or Traps on the field. Field Spells' effects apply to both players. A newer Field
Spell overrides the old Field Spell. Field Spells have a compass sign.
Ritual Spells:
Ritual Spells are used for the Ritual Summon of a Ritual Monster. Ritual Spells have a flame sign.
Continuous Spells:
Continuous Spells stay on the field instead of being sent to the Graveyard right after being used. Their
effects remain active as long as the Continuous Spell remains face-up on the field. Continuous Spells
have a infinity sign.
Equip Spells:
Equip Spells, after being activated, stay on the field. When they are activated, you select a monster that fits
the Equip Spell's requirements and "equip" the Equip Spell to the monster. Equip Spells have a cross sign.
Traps:
Trap cards can not be activated during the turn you Set them, or from your hand. You must Set them first,
then you can activate them whenever you or your opponent makes a Trigger.
Normal Traps:
Normal Traps have no sign.
Continuous Traps:
Continuous Traps stay on the field instead of being sent to the Graveyard right after being used. Their
effects remain active as long as the Continuous Trap remains face-up on the field. Continuous Traps
have a infinity sign.
Counter Traps:
Counter Traps can be activated when a Trigger is activated. After a Counter Trap is activated, you or your
opponent can only Chain using another Counter Trap.
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