Open game state yugioh

Open game state yugioh DEFAULT

Can my opponent chain an on-summon trigger effect to my on-summon trigger effect?

You are allowed to activate cards like torrential tribute, as you mention in your own quote:

During the Summon response window, due to Fast Effect Timing, first the turn player must activate any compulsory effects that they triggered, such as "Summoning Curse" and "Summoner Monk", then their opponent must do the same. Then, the turn player has the opportunity to activate optional effects like "Torrential Tribute" and "Armageddon Knight"; if the turn player passes, then the opponent also has the opportunity to activate these effects. If at any point either player starts a Chain, standard Chain rules are followed.

The reason is that, even if another card is activated in response to the summon, that whole chain is treated as reacting to that summon.

Torrential tribute can however miss the timing, as DarkCygnus mentioned. However, this has to do with how the summon happened, and not with the cards that were activated in reaction to the summon afterwards.
Ultimate offering is indeed a good example of this, here chain link 1 resolving would be the last thing to happen.

Another example as given by Konami:

Starlight Road: If you Chain “Starlight Road” to “Heavy Storm” while you control 2 or more Spell or Trap Cards and Special Summon “Stardust Dragon” you cannot activate “Torrential Tribute” afterwards. Even though the effect of “Heavy Storm” is negated, the activation was not, so the card will still resolve without effect and you will miss the timing to activate “Torrential Tribute.”

An example of Torrential tribute being chained to another effect after a summon. (it is listed under the older rulings from the UDE era, but those remain valid until overridden):

"Torrential Tribute" can be activated after a Flip Summon, but it does not negate the Flip Effect (it is chained to the Flip Effect).

I usually tend to avoid rehashing material I've already gone over, but given how it's one of the few documented pieces of Yu-Gi-Oh's game system, and there's a certain monster card that was released in Legacy of the Valiant that behaves differently than most other monsters, I think it's worth refreshing our knowledge of this concept.

This week on Black and White: Fast Effects and some Card Text Updates! We'll recap what fast effects are, how they're important, how they impact player communication, and the one example from Legacy that sees play that will reward you for knowing how to best utilize fast effects. And after that, we'll go over some card texts that were updated in recently released products.

The Basics Of Fast Effects
The term "fast effect" was born when the fast effects timing page was published in April The page updated one of the core rules of the TCG at the time, stripping from players the ability to activate a monster's ignition effect after a successful Summon. The page itself also codified what a lot of judges knew about the game engine intuitively but couldn't properly explain without official resources to back them up.

A "fast effect" is very simply any Spell Speed 2 or higher effect. According to Rulebook page 39, these are effects of Normal and Continuous Traps, Quick-Play Spells, Effect Monster's Quick Effects (Spell Speed 2) and Counter Traps (Spell Speed 3). The fast effects timing page tells us when these can be activated and who has the next chance to activate a fast effect.

The fast effect page also created the term "open game state" in which the turn player has the opportunity to perform any action they're able to do in that phase or step; in a Main Phase, the turn player can Normal Summon, Special Summon (this includes Synchro and Xyz Summon), Flip Summon, activate a Spell Card or activate an Effect Monster's ignition effect. In the Battle Phase (specifically the Battle Step), the player can declare an attack in an open game state.

The Specifics: How Fast Effects Are Practically Used
The most prevalent use of fast effects occurs in the Main Phase, primarily dealing with responses to Summons. A lot of duelists take it for granted, but activating Effect Veiler before a monster can use its ignition effect is the fast effect timing rules in action. Using Mind Crush after the opponent resolves an effect that adds a card to the hand is another common use of the fast effect rules.

But fast effects can also be used by a player responding to their own action. I had a Batteryman Deck five years ago which revolved around using Inferno Reckless Summon on a Batteryman AA. Knowledge of fast effects is key in knowing when it's possible to activate Inferno Reckless Summon legally; my deck used an array of Special Summon effects to make that play possible, and I knew from studying up and putting pieces of ruling patterns together that if I didn't activate Inferno Reckless Summon immediately after my Special Summon effect resolved, I'd lose the chance to activate the card. Adjusting to this play was difficult because I grew accustomed to always allowing my opponent a chance to respond to actions (so I wouldn't prematurely take an action and have my opponent protest that I didn't give an opportunity), but in this case, the game's rules forced this to be the correct strategic option.


When an attack is declared, an opponent could conceivably activate a number of cards like Mirror Force, Dimensional Prison, Sakuretsu Armor and such. But if you're playing a Spellcaster-based deck, you have access to Magician's Circle, which can be activated when a Spellcaster declares an attack. Thanks to fast effects, you know that you can declare your attack with your Kycoo the Ghost Destroyer than immediately flip-up your Magician's Circle before the opponent has the chance to respond to your attack. I

Without the fast effect timing page giving structure to when players can actually play cards, everything would become a race to flip over cards or put them from the hand to the field, and that would be no fun at all.

So Why Bring This Up Now?
I'm bringing this up now because a new card in Legacy of the Valiant will force players to get out of the habit of auto-flipping or activating cards without knowing if they're the ones that actually have the next chance to do so.

That one card? The money card of the set: Evilswarm Exciton Knight.

Mouse-over for its text, because there's one parenthetical statement in there that makes this card break the norm you've been used to: "this is a Quick Effect". This single statement changes everything in terms of when this Fiend's effect can be activated, and that timing can mean the difference between being able to activate the field-clearing effect, or being stuck with a ATK monster left out in the open.

As I mentioned before, a player can only activate a monster's ignition effect in an open game state. The entire problem is that Evilswarm Exciton Knight's very clearly a Quick Effect. What does that mean? Consult the chart and you'll see; as soon as Exciton Knight's Summon is successful, the turn player has the first chance to activate anyfast effect, including Evilswarm Exciton Knight's effect. This is critical because if the conditions are correct to activate the effect, the turn player has to get that option before the opponent can activate his own fast effect which could change the card count and mitigate Exciton Knight's threat to the field. The opponent can only respond after the turn player passes on the opportunity to activate Evilswarm Exciton Knight's ability. I'm fully aware that this is backwards from how we've trained ourselves to play this game over the last few years, but Exciton Knight being a Quick Effect is the entire reason this interaction works the way it does.

I bring this up because at a recent tournament I was the Head Judge for, I witnessed that exact play. The player who just Summoned Evilswarm Exciton Knight didn't make any motion or statement saying that he was going to use the effect or pass. His opponent immediately flipped up a Raigeki Break, discarded a card and targeted another card on the player's field. Keeping to my need to be impartial, I didn't interfere since doing so would be coaching, but when I was called by the players, I was simply asked if Exciton Knight's effect could be chained in this instance, to which I was forced to respond no because the card totals were now equal instead of in favor of the opponent. Inside, I wanted to yell "FAST EFFECTS ARE A THING, YOU GUYS" but since they didn't question the sequence of events and I didn't suspect foul play was involved, I was forced to let it go. But the situation could have gone horribly wrong had the turn player attempted to assert his opportunity to use fast effects.

It may come as a surprise to a few of you, but I don't particularly enjoy being the messenger of bad news. Having to sort out the argument "he didn't give me the chance to respond" is never pleasant because that conflict is rooted in either miscommunication or a misunderstanding of the rules of the game, and no one likes being told they don't know something, especially when that lack of knowledge will lead to a loss that could've been prevented.

If you have friends that are playing Evilswarm Exciton Knight, urge them to take a look at the fast effect timing page because this knowledge will save a game of three. In your games, please pleasePLEASE communicate clearly and allow for effect activations especially when they're appropriate. Declaring the changing of phases is important for Effect Veiler and now for Evilswarm Exciton Knight because it can activate during either player's turn in specific phases.

And Now For Something Completely Different
Talking about fast effects, while necessary, is redundant since I went over fast effects last year, and I'm sure you guys don't want to read the same things again. So to end this week's Black and White, I'll briefly review a couple of functional changes to cards in recently released packs.

Cyber Dragon Revolution Structure Deck

A few reprints here, notably Cyber Phoenix which no longer needs to be attacked while face-up in order for the draw effect to activate, and new text for Limiter Removal makes clear that it only affects the Machines you controlled at both activation and resolution. Super Polymerization and Power Bond get a text clean-up thanks to rulebook revisions regarding Fusion Summons. Jade Knight was initially printed in Crossroads of Chaos with incorrect text which was corrected in a hard-to-find PDF page on the official site, but now has correct text on the card.

And THANK YOU THANK YOU Reflect Bounder now has PSCT.

Astral Pack 4

A bunch of cards got PSCT reprints, and notably, some cards that didn't say "excavate" now use the term. Specifically, Morphing Jar #2, Magical Merchant, Reasoning, Ma'at, and Archfiend's Oath now excavate.

Other cards get PSCT for the first time, and Black Garden is now in the running for longest text ever, but it did need to be clarified since the card's own text, while already verbose, wasn't specific enough in how it's supposed to work.

Star Pack

A few cards get functional changes here. Some of the "excavate" cards from Astral Pack 4 are also reprinted here, while Number 7: Lucky Straight – a favorite card of mine – loses a bit of its luster as it now specifies that the ATK boost from its own effect lasts only until the opponent's next End Phase.


Three Nordic monsters, specifically the Tuners for each of the Aesir, get PSCT reprints which is fitting because the three Aesir monsters, Thor, Lord of the Aesir, Loki, Lord of the Aesir and Odin, Father of the Aesir all got PSCT reprints too. They also received small functional changes that won't likely affect duels too much, but it is a change.

Previously, as per the published Storm of Ragnarok rulings document, if an Aesir's attacked while face-down and gets destroyed by that battle, its effect to Special Summon itself couldn't activate. Now the text doesn't mention that at all, and the text is similar to Cyber Phoenix's new text that removes the reference to it needing to be face-up at the start of the Damage Step. So going forward, should an Aesir be turned face-down, destroying it by battle will allow its Special Summon effect to activate.

Hopefully you found this week's Black and White informative on at least one front! If you have a question about dumb-stupid-powerful Rank 4 game changers, new card texts, card interactions, mechanics or tournament policy, send me an e-mail (one question per e-mail please!) to [email protected] and your question could be answered in a future Court of Appeals!

-Joe Frankino

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Fast effects & Timing

Fast effects are card activations and effects with a Spell Speed of 2 or higher, including monster Quick Effects, Quick-Play Spell Cards, and Trap Cards (which includes both activating Trap Cards, and activating the effects of things like Continuous Trap Cards).

Fast effects can be activated by either player – even during their opponent’s turn, as long as the conditions are appropriate. When both players want to activate fast effects at the same time, they are placed on a Chain (see pages of the v rulebook).

Sometimes, it can make a big difference WHO places their fast effect on the Chain first. This guide will help you figure out who, at any point in time, has the chance to activate the next fast effect (in other words, who gets to “go next”).

Usually, the turn player has the chance to “go next” and activate the next fast effect.

However, during a Chain, the chance to go next passes back and forth between players. (Chain rules: see pages of the v rulebook.)

Also, if the turn player doesn’t wish to take any actions, and instead wants to move along in the turn (for example, to the next Step or Phase), the opponent has an opportunity to go next, and activate a fast effect, before the turn proceeds.

Follow the chart at the bottom to see which player can “go next” regarding fast effects.


Turn Player Actions

Each Phase and Step starts with the turn player in box A of the chart listed below. This is when the game state is “open”, meaning the turn player has complete freedom of action.

Many actions can ONLY be performed when the game state is open (when you’re in box A). Examples:

  • Normal Summon (including Tribute Summon)
  • Set a card
  • Perform a Special Summon that does not start a Chain (including Xyz Summon, Synchro Summon)
  • Change a monster’s Battle Position
  • Attempt to move to the next Phase/Step
  • Draw a card for your normal draw during the Draw Phase
  • Declare an attack
  • Activate an Ignition Effect
  • Activate a Spell Speed 1 Spell Card

If the game state is “open”, the turn player may perform any of the above actions that is appropriate. They can also choose to activate a fast effect, if they wish.


When Is the Game State No Longer “Open”?

Whenever either player performs an action, the game state is no longer open.


How Do I Make the Game State “Open” Again?

Basically, when nothing is going on, and neither player wishes to do anything, the game state goes back to being “open”.

Technically, this means:

  • IF the Turn Player has the chance to activate the next fast effect
  • AND the turn player passes to the opponent
  • AND the opponent then passes back
  • AND no Chain is currently being formed

…then the game state is open again.


How Does the Turn Move to the Next Phase or Step?

If the game state is open, and the turn player chooses not to do anything, and the opponent waives the chance to activate a fast effect, and both players agree to have the turn proceed, then you move to the next Phase or Step.


StatusAre we now in a Chain?Who has the next opportunity to activate the next fast effect? (Who "goes next"?)Where are we on the chart?
The game state is open. The turn player gets to take the next action, and can take any action that is appropriate for that phase/step.NoTurn PlayerA
After an action that does NOT start a Chain
(Normal Summon/Set  of a monster, Set a Card, Special Summon that does not start a Chain, declare an attack, change battle position, etc.)
If there is an effect that is triggered.YesThe player who did NOT activate the last effect on the Chain. (Follow the normal Chain rules.)D
If there is no effect that can be triggered.NoTurn PlayerB
If the Turn Player passes.NoOpponentC
Turn player activates a card or card effect
(Spells, Traps, Spell/Trap effects, or Monster Card effects  - of any Spell Speed)
YesThe player who did NOT activate the effect. (Follow the normal Chain rules.)D
After a Chain resolvesIf there is an effect that is triggered.YesThe player who did NOT activate the last effect on the Chain. (Follow the normal Chain rules.)D
If there is no effect that can be triggered.NoTurn PlayerB
If the Turn Player passes.NoOpponentC
Turn player passesNoOpponentE


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Yu-Gi-Oh! Trading Card Game

Trading card game

Yugioh Card Back.jpg

Card back to the Yu-Gi-Oh! Trading Card Game

Upper Deck
Publication; 22&#;years ago&#;()
Players1 vs. 1, 2 vs. 2 [1]
Age range12 and up (OCG), 6 and up (TCG)

The Yu-Gi-Oh! Trading Card Game[a] is a Japanese collectible card gamedeveloped and published by Konami. It is based on the fictional game of Duel Monsters created by manga artistKazuki Takahashi, which appears in portions of the manga franchise Yu-Gi-Oh! (under the name of "Magic and Wizards"), and is the central plot device throughout its various anime adaptations and spinoff series.[2]

The trading card game was launched by Konami in in Japan and March in North America.[3] It was named the top selling trading card game in the world by Guinness World Records on July 7, , having sold over 22 billion cards worldwide.[4] As of March 31, , Konami Digital Entertainment Co., Ltd. Japan sold billion cards globally since [5] As of January&#;[update], the game is estimated to have sold about 35 billion cards worldwide and grossed over ¥1 trillion[6][7] ($ billion).[8]Yu-Gi-Oh! Speed Duel, a faster and simplified version of the game, was launched worldwide in January Another faster-paced variation, Yu-Gi-Oh! Rush Duel, launched in Japan in April


In the trading card game, players draw cards from their respective decks and take turns playing cards onto "the field". Each player uses a deck containing forty to sixty cards, and an optional "Extra Deck" of up to fifteen cards. There is also an optional fifteen card side deck, which allows players to swap cards from their main deck and/or extra deck between games. Players are restricted to three of each card per deck and must follow the Forbidden/Limited card list, which restricts selected cards by Konami to be limited to two, one, or zero. Each player starts with 8, "Life Points", with the main aim of the game to use monster attacks and spells to reduce the opponent's Life Points. The game ends upon reaching one of the following conditions:[9]

  • A player loses if their Life Points reaches zero. If both players reach zero Life Points at the same time, the game ends in a draw.
  • A player loses if they are required to draw a card, but has no more cards to draw in the Main Deck.
  • Certain cards have special conditions which trigger an automatic win or loss when its conditions are met (e.g. having all five cards of Exodia the Forbidden One in the hand or all five letters of the Destiny Board on the field).
  • A player can forfeit at any time.

Card types[edit]

Cover of Yu-Gi-Oh!: Legendary Collection 4: Joey's World

Gameplay revolves around three types of cards: Monster, Spell (formerly Magic), and Trap cards. Monster cards are summoned by each player to attack the opponent's monsters or life points (if the opponent has no monsters on the field) or defend against their attacks. With some exceptions, each monster typically possesses ATK (attack) and DEF (defense) points, which are used to determine the results of battles, levels, with more powerful monsters requiring tributes or special summoning techniques to summon, and types and attributes, which determine how they are affected by other cards. Normal and Effect monsters (colored yellow and orange, respectively) are stored in the Main Deck and once per turn, the player, if having the right monsters to do so in their hand, can choose to either Normal Summon a monster, which means bringing a Level 4 or lower monster to your side of the field in ATK position, Tribute Summon a monster by tributing existing monsters on the field to summon a more powerful one (tributing a Level 5 or 6 monster requires sacrificing one monster and tributing a Level 7 or higher monster requires two), or Set a monster, placing it face-down in DEF Position. When you Tribute Summon, you have the option of summoning the monster face-up in ATK position, or setting it. Monsters can also be Special Summoned, which is when a monster is summoned by a card effect. There are no limits to how many times a player can Special Summon on their turn, as long as they have access to the cards that allow them to do so. When Special Summoning, you have the option of placing them on the field in face-up ATK or face-up DEF position. Monsters can also be Flip Summoned, which is when you change a Set face-down monster on your side of the field to face-up ATK position. This is possible as long as the monster was not set that turn and was at least set on your last turn or your opponent's last turn and is still on the field. Flip Summons, like Special Summons, also do not count towards your Normal Summon, Tribute Summon or Set, so you are allowed to Flip Summon on your turn as much as possible.

Six other types of monsters, Ritual, Fusion, Synchro, Xyz, Link, and Pendulum, require their own unique methods to be Special Summoned to the field, and with the exception of Ritual and certain Pendulum, all of these monsters are first placed in your Extra Deck, not the Main Deck. The summoning methods are named with their respective card type (Fusion Summon, Xyz Summon, Pendulum Summon, etc.) but are also simultaneously known as Special Summons and have the same concepts. Ritual Monsters, colored blue, can be summoned by having access to a Ritual Spell Card that allows the summon, having the Ritual monster in your hand, and sacrificing monsters in your hand or on your field until the total level of the sacrificed monsters equals or is higher than the level of the Ritual Monster. Every Ritual Monster has a Spell Card that allows their specific summoning, but there are alternative cards such as Advanced Ritual Art that can be used for various Ritual Monsters. Fusion Monsters, colored purple, require, also like Ritual Monsters, access to certain monsters as well as a card with an effect to summon them. The common card used to Fusion Summon is the Spell Card Polymerization, but there are other card effects to fuse monsters. When Fusion Summoning, monsters in your hand or field who fit the criteria for a Fusion Monster in your Extra Deck are sent to the graveyard, and the Fusion Monster is summoned. Synchro Monsters, white, are summoned by combining the levels of monsters on your field. This is called tuning them. To Synchro Summon, one of the monsters, and only one, must be a Tuner monster, and the others must be non-Tuner, plus the total levels of the monsters tuned must be exactly the level of the Synchro Monster in your Extra Deck. Xyz Monsters, black, are summoned by having monsters on your field with the same level, and instead of going to the Graveyard, the Xyz Monster is stacked on top of the monsters, and these monsters become Xyz Material, providing various effects. If an Xyz Material is used, it is sent to the graveyard. If the Xyz Monster is destroyed or removed from the field, all its materials are sent to the graveyard. Xyz Monsters, instead of levels, have Ranks, and the rank number is equal to the one level the monsters used as Xyz Material have. Link Monsters, dark blue with a hexagonal pattern, which possess a Link rating instead of a Level and do not possess DEF points, are summoned when you have enough monsters on the field to Link Summon one, and possess Link Markers that affect spaces on the field that they point to. If you sacrifice a Link monster on your field to summon a different Link monster, the amount of monsters it counts for is equal to its Link Rating. For example, a Link-2 monster, summoned by sacrificing two monsters, can be sacrificed with one other monster to summon a Link-3 monster when otherwise three sacrifices would be required. For every rating the Link monster has, one arrow will point to a particular position on the field. Monsters marked with a green gradient are Pendulum Monsters. They each have a Pendulum Scale number between 0 and 13, and can either be placed in the Monster Card Zone, or face-up in a Pendulum Zone. Pendulum monsters have two different effects, and whichever one can be used depends on which position on the field it is in. Pendulum monsters that are also Normal or Effect monsters go in your Main Deck, and Pendulum monsters that are also Fusion, Synchro or Xyz monsters go in your Extra Deck. If any of these monsters are destroyed as a result of battle, instead of going to the graveyard, they go to your Extra Deck. Two Pendulum monsters can be placed in your Pendulum Zones, one each, if their two scales have numbers between them, and you have monsters in your hand with those levels (example: monsters from Levels 2 and 7 if your Pendulum Zone's scales are 1 and 8) you can Pendulum Summon them straight to your field. If a Normal or Effect Pendulum monster is sent to your Extra Deck and you have Pendulum monsters in your zones with scales between that monster's level, you are able to Pendulum Summon it back to your field. Token monsters, gray, represented by either official cards or makeshift counters, are summoned through effects for defense or tributing purposes and cannot exist outside the field.

Spell cards, green, are magical spells with a variety of effects, such as raising ATK points of a specific monster or reviving destroyed monsters. They can be played from the hand during a player's turn or placed faced down for activation on a later turn. They come in six varieties; Normal, Quick Play, Continuous, Equip, Ritual, and Field. Normal, Quick Play, and Ritual Spells leave the field after activation, while Continuous, Equip and Field spells stay on the field. Continuous and Field Spells change the rules of the field while face-up, and each player can only have one Field Spell on their field at a time. Equip spells are equipped onto monsters on the field to make them stronger (or weaker), and if that monster is destroyed, so is the Equip card. (Other cards can be equipped to monsters with the right abilities, and have the same characteristics.) Quick Play spells are the only spells that can be activated on the opponent's turn if set, and can be played from your hand during your turn at any time, including the Battle Phase. Ritual spells are the spells used to summon Ritual Monsters. Trap cards, dark pink, have to be Set on your field face-down and can only be activated after the turn they were set has passed. (Quick Play spells, when Set, have the same rule.) Traps are generally used to stop or counter the opponent's moves and strategies. These come in three varieties; Normal, Continuous, and Counter. Like Continuous Spells, Continuous traps stay on the field after activation. Normal and Counter traps leave the field after activation, and Counter traps are specifically activated to stop card effect(s). Traps are also known for being the card type a player can activate during either player's turn. [10] An additional card type, Skill, is used exclusively in the Speed Duel gameplay format.[11]

All monster cards possess a type and attribute. Types include Warrior, Machine, and Dragon. While there exist 25 types, there are only seven attributes. They are as follows: Dark, Earth, Fire, Light, Water, Wind, and Divine. The most common of all of the attributes is the Dark attribute. The Divine attribute has by far the fewest members at just six and includes the Egyptian god cards: Obelisk the Tormentor, Slifer the Sky Dragon, and the Winged Dragon of Ra. There are also various card effects that create loopholes to established rules, such as being able to summon a monster without the usually required cards, activating the effect of a card in the graveyard, sacrificing cards from a different source than the usual hand or field, or activating an effect during a time you wouldn't otherwise be allowed to do so.


Cards are laid out in the following manner:

  • Main Deck: The player's Main Deck is placed here face-down, and can consist of 40 to 60 cards. Normal, Effect, Ritual, and Pendulum Monsters can be stored here. Spell and Trap Cards are also stored here.
  • Extra Deck: The player's Extra Deck is placed here face-down, if they have one, and may unlimited cards consisting of Fusion, Synchro, Xyz, and Link Monster cards. Pendulum Monsters are placed face-up here when they would otherwise be sent from the field to the Graveyard.
  • Graveyard (GY): A Zone where cards are sent when they are discarded or destroyed, such as used Spell/Trap Cards which were used or monsters that are tribute or destroyed in battle.
  • Main Monster Zones: A field of five spaces where Monster cards are placed when successfully Summoned. Prior to the addition of Link Monsters, any kind of monster could be placed there at any time. After Link Monsters were introduced, monsters from the Extra Deck could only be Special Summoned from the Extra Deck to the Extra Monster Zone, or a Main Monster Zone a Link Monster points to, up until the rule change for April onward, where only Link Monsters and Pendulum Monsters from the Extra Deck follow this restriction.
  • Extra Monster Zones: Introduced with Link Monsters, this is a Zone where monsters from the Extra Deck can be Summoned. An Extra Monster Zone is not a part of either player's field until they Summon a monster to the Extra Monster Zone.
  • Spell/Trap Zones: Five spaces in which either Spell or Trap cards can be placed.
  • Field Zone: A Zone where Field Spell cards are placed.
  • Pendulum Zones: The leftmost and rightmost spaces in the Spell/Trap Zones where Pendulum Monsters may be placed instead of Spell or Trap Cards, in order to activate Pendulum Effects and perform Pendulum Summons. Originally separate Zones, these were integrated into the Spell/Trap Zones at the same time as the introduction of Link Monsters.
  • Banished Zone: Cards that are "banished" by card effects are placed outside of the game in a pile.


Each player's turn contains six phases that take place in the following order:

  • Draw Phase: The turn player draws one card from their Deck.[10]
  • Standby Phase: No specific action occurs, but it exists for card effects and maintenance costs that activate or resolve during this specific phase.[10]
  • Main Phase 1: The turn player may Normal Summon or Set a monster, activate cards and effects that they control, change the battle position of a monster (provided it wasn't summoned this turn), and Set Spells or Traps face-down.[10]
  • Battle Phase: The turn player may choose to attack their opponent using any monsters on their field in Attack Position. The turn player can choose to not enter the battle phase and instead go to the End Phase.[10]
  • Main Phase 2: The player may do all the same actions that are available during Main Phase 1, though they cannot repeat certain actions already taken in Main Phase 1 (such as Normal Summoning) or change the battle position of a monster that has already been summoned, attacked, or had their battle position changed during the same turn.[10]
  • End Phase: This phase also exists for card effects and maintenance costs that activate or resolve during this specific phase. Once this phase is resolved, the player ends their turn.[10]

The player who begins the game does not draw during the Draw Phase and cannot enter the Battle Phase during their first turn.[10]


Tournaments are often hosted either by players or by card shops. In addition, Konami, Upper Deck (now no longer part of Yu-Gi-Oh!'s Organized Play), and Shonen Jump have all organized numerous tournament systems in their respective areas. These tournaments attract 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 all sanctioned tournaments (with the exception of certain Pegasus League formats). This format follows all the normal rules of the game, but also places a complete ban on certain cards that are deemed too powerful 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 and side deck combined, respectively. This list is updated every three months (January 1, April 1) and is followed in all tournaments that use this format.[12]

Traditional format is sometimes used in Pegasus League play and is never used in Official Tournaments and reflects the state of the game without banned cards. Cards that are banned in Advanced are limited to one copy per deck in this format.[13]

The game formerly incorporated worldwide rankings, but since Konami canceled organized play, the ratings were obsolete. Konami has developed a new rating system called "COSSY" (Konami Card Game Official Tournament Support System).[14]

With the introduction of the Battle Pack: Epic Dawn, Konami has announced the introduction of drafting tournaments. This continued with a second set for sealed play: Battle Pack: War Of The Giants in The final Battle Pack, Battle Pack 3: Monster League, was released in August , with no Battle Pack products released since.

Product information[edit]

Yu-Gi-Oh! Trading Cards are available in Starter Decks, Structure Decks, booster packs, collectible tins, and occasionally as promotional cards.

Booster packs[edit]

As in all other trading card games, booster packs are the primary avenue of card distribution. In Konami's distribution areas, five or nine random cards are found in each booster pack depending on the set and each set contains around one hundred different cards. However, in Upper Deck's areas, early booster packs contained a random assortment of nine cards (rarity and value varies), with the whole set ranging around one hundred and thirty cards. 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 number of cards (around to ), and they contain twelve cards along with one tip card rather than the normal five or nine. Since the release of Tactical Evolution in , all booster packs that have a Holographic/Ghost Rare card, will also contain a rare. Current sets have different cards per set. There are also special booster packs that are given to those who attend a tournament. These sets change each time there is a different tournament and have fewer cards than a typical booster pack. There are eight Tournament Packs, eight Champion Packs, and 10 Turbo Packs.

Duelist packs[edit]

Duelist packs are similar to booster packs, albeit are focused around the types of cards used by characters in the various anime series. Cards in each pack are reduced from nine to five.

Promotional cards[edit]

Some cards in the TCG have been released by other means, such as inclusion in video games, movies, and Shonen Jump Magazine issues. These cards often are exclusive and have a special type of rarity or are never-before-seen to the public. Occasionally, cards like Elemental Hero Stratos and Chimeratech Fortress Dragon have been re-released as revisions.

Yu-Gi-Oh! Speed Duel[edit]

Yu-Gi-Oh! Speed Duel is a specialised version of the Yu-Gi-Oh! Trading Card Game which launched worldwide in January Being based on the ruleset of Yu-Gi-Oh! Duel Links, it features four basic card types: Monster Cards, Spell Cards, Trap Cards and an exclusive type of card called Skill Cards.[15]

Speed Duel games are known for its rapid duels, averaging on 10 minutes.

When compared to the advanced format:

  • The playing field has only three Monster Zones and three Spell/Trap Zones, as opposed to five.
  • Synchro, Xyz, Pendulum and Link Monsters don't exist in Speed Duel.
  • There is no Main Phase 2.
  • The main deck must have between 20 and 30 cards, as opposed to between 40 and
  • Players begin with Life Points, as opposed to
  • Players begin the game by drawing four cards each, as opposed to five.
  • Each player can only have one Skill Card.

Yu-Gi-Oh! Rush Duel[edit]

Yu-Gi-Oh! Rush Duel (遊戯王ラッシュデュエル, Yū-Gi-Ō Rasshu Dueru) is a variation of the Yu-Gi-Oh! Trading Card Game which launched in Japan in April alongside the release of the Yu-Gi-Oh! Sevens anime series.[16] This variation of the game, which uses a different set of cards from the main Trading Card Game, features reworked rules first introduced in Speed Duels.[17]

  • The playing field now has only three Monster Zones and three Spell/Trap Zones, and Extra Monster Zones and Pendulum Zones are not featured.
  • The phase order for each turn is Draw, Main, Battle, and End. Unlike the main game, there is no Standby Phase or Main Phase 2.
  • Players begin the game with four cards each, with the starting player able to draw on their first turn. During the Draw Phase of each player's turn, they must keep drawing until they have five cards in their hand. If the player already has five or more cards in their hand, they may only draw one card. There is no maximum limit to the number of cards players can have in their hand. However, if a player is unable to draw the required amount of cards when asked to (e.g. if the player's hand is empty and there are four or less cards remaining in their deck at the start of their Draw Phase), they will automatically lose the game.
  • Players can Normal Summon and Tribute Summon as many times as possible during a single turn.
  • Certain cards, such as Blue-Eyes White Dragon, are marked with a "Legend" icon. Each player may only have one Legend card in their deck.

Comparison to other media[edit]

In its original incarnation in Kazuki Takahashi's Yu-Gi-Oh! manga series, Duel Monsters, originally known as Magic & Wizards, had a rather basic structure, not featuring many of the restricting rules introduced later on and often featuring peculiar exceptions to the rulings in the interest of providing a more engrossing story. Beginning with the Battle City arc of the manga and Yu-Gi-Oh! Duel Monsters anime series, more structured rules such as tribute requirements were introduced to the story, with the series falling more in line with the rules of the real life card-game by the time its spin-off series began. From the Duel Monsters anime onwards, characters use cards which resemble their real life counterparts, though some monsters or effects differ between that of the real life trading card game and the manga and anime's Duel Monsters, with some cards created exclusively for those mediums. Yu-Gi-Oh! 5D's featured an anime-original card type known as Dark Synchro, which involved using "Dark Tuners" to summon Dark Synchro Monsters with negative levels. Dark Synchro cards were featured in the PlayStation Portable video game, Yu-Gi-Oh! 5D's Tag Force 4, while Dark Synchro Monsters featured in the anime were released as standard Synchro Monsters in the real-life game. Yu-Gi-Oh! Arc-V features Action Cards, spell and trap cards that are picked up in the series' unique Action Duels, which are not possible to perform in the real life game. In the film Yu-Gi-Oh!: The Dark Side of Dimensions, an exclusive form of summoning known as Dimension Summoning is featured. This method allows players to freely summon a monster by deciding how many ATK or DEF points it has, but they receive damage equal to that amount when the monster is destroyed.[18] The Yu-Gi-Oh! VRAINS anime series features Speed Duels which use a smaller number of Monster and Spell & Trap Zones and remove Main Phase 2 for faster duels. In the anime, characters can activate unique Skills depending on the situation (for example, the protagonist Yusaku can draw a random monster when his life points are below ) once per duel. A similar ruleset is featured in the Duel Terminal arcade machine series and the Duel Links mobile game.

With the exception of the films Pyramid of Light and The Dark Side of Dimensions, which base the card's appearance on the English version of the real-life card game, all Western releases of the Yu-Gi-Oh! Duel Monsters anime and its subsequent spin-off series, produced by 4Kids Entertainment and later 4K Media Inc., edit the appearance of cards to differentiate them from their real-life counterparts in accordance with U.S. Federal Communications Commission regulations in concerning program-length commercials, as well as to make the show more marketable across non-English speaking countries.[19] These cards are edited to only display their background, illustration, level/rank, and ATK/DEF points.

Konami-Upper Deck lawsuit[edit]

From March [20] to December , Konami's trading cards were distributed in territories outside of Asia by The Upper Deck Company. In December , Konami filed a lawsuit against Upper Deck alleging that it had distributed inauthentic Yu-Gi-Oh! TCG cards made without Konami's authorization.[21] Upper Deck also sued Konami alleging breach of contract and slander. A few months later, a federal court in Los Angeles issued an injunction preventing Upper Deck from acting as the authorized distributor and requiring it to remove the Yu-Gi-Oh! TCG from Upper Deck's website.[22] In December , the court decided that Upper Deck was liable for counterfeiting Yu-Gi-Oh! TCG cards, and it dismissed Upper Deck's countersuit against Konami.[23][24][25] Konami is now the manufacturer and distributor of the Yu-Gi-Oh! TCG. It runs Regional and National tournaments and continues to release new Yu-Gi-Oh! TCG card products.


  1. ^Yu-Gi-Oh! Official Card Game (遊☆戯☆王オフィシャルカードゲーム, Yū-Gi-Ō Ofisharu Kādo Gēmu) in Asia.


  1. ^"Yu-Gi-Oh! TRADING CARD GAME". Retrieved August 24,
  2. ^Kaufeld, John; Smith, Jeremy (). Trading Card Games For Dummies. For Dummies. John Wiley & Sons. pp.&#;– ISBN&#;.
  3. ^Miller, John Jackson (), Scrye Collectible Card Game Checklist & Price Guide, Second Edition, pp.&#;–
  4. ^"Yu-Gi-Oh! Card Sales Set New World Record". August 7, Archived from the original on August 10, Retrieved March 5,
  5. ^"Best-selling trading card game". Guinness World Records. March 31, Archived from the original on December 27, Retrieved March 5,
  6. ^"「ワンピース」でも「鬼滅」でもなく…史上最も稼いだ意外なジャンプ作品". Livedoor News (in Japanese). Livedoor. January 29, Retrieved January 30,
  7. ^"『鬼滅の刃』は『ジャンプ』史上最も稼いだマンガではない! 売り上げ1兆円作品とは(週刊女性PRIME)". Yahoo! News (in Japanese). Yahoo! Japan. January 29, p.&#;2. Retrieved January 30,
  8. ^"Historical exchange rates (1, JPY to USD)". January Retrieved January 30,
  9. ^Yu-Gi-Oh! Trading Card Game Beginner's Guide. Konami. p.&#;3.
  10. ^ abcdefghYu-Gi-Oh! Trading Card Game Official Rulebook. Konami Digital Entertainment.
  11. ^"Speed Dueling: A New Way to Play the Physical TCG". October 2,
  12. ^"Official YuGiOH U.S. Site – "Yugioh Forbidden/Limited Cards: Advanced Format – Limited and Forbidden Lists"". Retrieved February 22,
  13. ^"Official YuGiOH: Traditional Format – Limited Lists". Retrieved February 22,
  14. ^"YGO TCG News: Konami Unleashes Champion Pack 8 on Duelists Everywhere". Retrieved February 22,
  16. ^"遊戯王ラッシュデュエル - 公式サイト".
  17. ^"あそび方 - 遊戯王ラッシュデュエル".
  18. ^InnovationYGO (January 10, ). "Yu-Gi-Oh! The Dark Side Of Dimensions - Sneak Peek Clip - Dimension Summoning" &#; via YouTube.
  19. ^"Kirk Up Your Ears". Anime News Network. July 22, Retrieved September 1,
  20. ^"Upper Deck to Deliver Yu-Gi-Oh! Trading Card Game to the US market". Upper Deck Entertainment. February 11, Archived from the original on April 2, Retrieved March 25,
  21. ^"Yu-Gi-Oh! Trading Card Game". El Segundo, California: January 13, Archived from the original on February 27, Retrieved February 22,
  22. ^"Order Granting Preliminary Injunction Against The Upper Deck Company"(PDF). February 11, Retrieved September 1,
  23. ^"court-order-konami-summary-judgment-counterfeit-trademark- copyright"(PDF). December 23, Retrieved September 3,
  24. ^"Konami-court-order-granting-finding-no-dispute-unauthorized-sales"(PDF). December 23, Retrieved September 3,
  25. ^"Konami-MSJ-court-order-grants-counterclaims"(PDF). December 29, Retrieved September 3,

External links[edit]


Yugioh state open game

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Playing Modern Yu-Gi-Oh! in a Nutshell

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