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ENGLISH EDITION OFFICIAL RULEBOOK Version 7.0 2 3 1 Table of Contents Getting Started Game Cards How to Play l About the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 l Things you need to Duel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 l The Game Mat . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . 4 l Monster Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 l Effect Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 l Synchro Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 l Fusion Monsters . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 14 l Ritual Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 l Summoning Monster Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 l Spell & Trap Cards . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 18 l Let the Duel Begin . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 24 l Turn Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 l The Battle Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Table of Contents 4 Battles and Chains l Monster Battle Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 l What is a Chain? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 l Spell Speeds . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . . 39 5 Other Rules l Other Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 l Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 What is the Yu-Gi-Oh! TRADING CARD GAME? With the Yu-Gi-Oh! TRADING CARD GAME you can take part in the exciting card game action seen in the family of Yu-Gi-Oh! TV and comic mega-hits, including Yu-Gi-Oh! 5D s. In this game, two players Duel each other using a variety of Monster, Spell, and Trap Cards to defeat their opponent s monsters and be the first to drop the other s Life Points to 0. Everything you need to start playing is in this Deck, but there are thousands more cards to choose from, so collecting additional cards in booster packs will let you customize your Deck and increase your chances of winning! This is the official Yu-Gi-Oh! TRADING CARD GAME rulebook. It s

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ENGLISH EDITIONOFFICIAL RULEBOOK Version 7.0231Table of ContentsGetting StartedGame CardsHow to Playl About the Game . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 1l Things you need to Duel . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 2l The Game Mat . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . 4l Monster Cards . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . 6l Effect Monsters . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . 9l Synchro Monsters . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . 12l Fusion Monsters . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 14l Ritual Monsters . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . 15l Summoning Monster Cards . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 16l Spell & Trap Cards . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 18l Let the Duel Begin . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 24l Turn Structure . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 26l The Battle Phase . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 30Table of Contents4 Battles and Chains

l Monster Battle Rules . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . 34l What is a Chain? . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 37l Spell Speeds . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . . 395 Other Rulesl Other Rules . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . 42l Glossary . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . 45What is the Yu-Gi-Oh! TRADING CARD GAME?With the Yu-Gi-Oh! TRADING CARD GAME you can take part in the

exciting card game action seen in the family of Yu-Gi-Oh! TV andcomic mega-hits, including Yu-Gi-Oh! 5Ds.In this game, two players Duel each other using a variety of Monster,Spell, and Trap Cards to defeat their opponents monsters and be thefirst to drop the others Life Points to 0.Everything you need to start playing is in this Deck, but there arethousands more cards to choose from, so collecting additional cardsin booster packs will let you customize your Deck and increase yourchances of winning!This is the official Yu-Gi-Oh! TRADING CARD GAME rulebook. Its

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important to learn how to play correctly, so you should read thisrulebook before playing if youre new to the game. Understandingthe rules will help you make the best use of your cards, so keep therulebook handy during your first few games. You can also visit www.yugioh-card.com for answers to frequently asked questions and aninteractive game demonstration.1CREATE YOUR OWN DECKWith thousands of cards to choose from, you can create andcustomize your own Deck with your favorite cards. Every Duelistwill have their own unique Deck, completely different from everyother Duelists Deck, which makes it really exciting to play!Even if a card does not have enough power on its own,it may become powerful when combinedwith other cards. Its fun to collect all thedifferent cards available and create yourown combos, then unleash them in a Duel.ABOUT THE GAMEBATTLE WITH FANTASTIC MONSTERS & GREAT COMBOSPOWER UP YOUR DECK WITH BOOSTER PACKSBooster Packs are released every few months,bringing new cards and new combos to add newstrength to your Deck. Duels evolve every timea new Booster Pack is released, keeping your

Duels cool and exciting.2Getting StartedGetting Started 1Things you need to Dueln Deck ................................................. (40 to 60 cards)Assemble your favorite cards into a Deck that follows these rules:lThe Deck must be 40 to 60 cards.lYou can only have up to 3 copies of the same card in your Deck,Extra Deck and Side Deck combined.Also, some cards are Forbidden, Limited or Semi-Limited in officialtournaments. (See page 42 for details.)Try to keep your Deck close to the 40 card minimum. Having a Deck

with too many cards makes it hard to draw your best cards when youneed them. This Deck is called your Main Deck.n Extra Deck ............................................(0 to 15 cards)This Deck consists of Synchro Monsters and Fusion Monsters, whichcan be used during the game if you meet certain requirements. Therules for Extra Decks are:lYou can have up to 15 cards in the Extra Deck.lThe Extra Deck can only contain Synchro Monsters and FusionMonsters.lThese cards are not counted towards the 40 card minimum limit ofyour Main Deck.Things you need to Dueln Side Deck .............................................(0 to 15 cards)

This is a separate Deck of cards you can use to change your Deckduring a Match. After each Duel in a Match, you can swap any cardfrom your Side Deck with a card from your Main Deck to customizeyour strategy against your opponent. The number of cards in yourSide Decks must not exceed 15. The number of cards in your Side Deckbefore and after you swap any cards must be exactly the same.3Geting Startedn Additional items you may needn Items which can help during a Duel

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Some cards require a coin toss. Ifyou play with these, have a coinready to flip.Just like the coin, there are somecards that need a die roll. If you playwith these, have a standard die readywith numbers 1 through 6.Some cards will require markers(called counters) to keep track ofthings like the number of turns, ora cards power level. You can usesmall objects like glass beads, paperclips, or pennies for the counters,which are then placed on these faceupcards.Life Points change quickly during aDuel. Its smart to use a calculator tokeep track of your Life Points. Duringimportant Duels, you should trackyour Life Points on paper as well tobe extra-careful.Plastic sleeves can prevent yourcards from getting bent or scratched.If you use card sleeves, they all have

to be the same so your cards arentmarked.Coin DiceCountersCalculator Card SleevesTokens are used to representmonsters that can be created by cardeffects. Any object used for a Tokenneeds to have two distinct ways toplace it that can clearly indicate themonsters Battle Position. (See page42 for details.)Monster Tokens

4Getting StartedThe Game Mat helps you organize your cardsduring a Duel. When you use your cards youplace them on the Game Mat. Different kinds ofcards are placed in different Zones.Each Duelist needs their own Game Mat; placethem together while Dueling. This combinedspace is known as the field. The Game Matcontained in this product is just for your half ofthe field. The cards you control are the cardson your side of the field.You can also Duel without using the Game

Mat as long as you remember where to placethe cards.The Game Mat123This is where you put your monsters when theyre played. You canhave up to 5 cards here. There are 3 main ways to position yourMonster Cards: face-up Attack Position, face-up Defense Position,and face-down Defense Position. Place the card vertically for Attack

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Position, and horizontally for Defense Position.This is where you put Spell and Trap Cards. You can have up to 5cards here. You place them here face-up to activate them, or placethem face-down. Because a Spell Card is placed in this zone whenit is activated, no further Spell Cards can be used if all 5 spaces areoccupied already.When Monster Cards are destroyed, and when Spell & Trap Cardsare used, theyre sent face-up to this space. The contents of bothplayers Graveyards are public knowledge, and your opponent canlook through yours at any time during the Duel. The order of thecards in the Graveyard should not be changed.Monster CardZoneSpell & TrapZoneGraveyard565Getting Started456Your Deck is placed face-down in this space. Players draw cards from

here to their hands. If a card effect requires you to reveal cards fromyour Deck, or look through it, shuffle it and put it back in this spaceafter resolving the effect.Special Spell Cards called Field Spell Cards are played here. Only 1Field Card can be active at a time. Whenever a new Field Spell Cardis activated, the previous active one is automatically destroyed.Field Spell Cards do not count towards the 5 card limit of your Spell& Trap Zone.Place your Extra Deck face-down in this space. You can look at thecards in your own Extra Deck during the game.This area was formerly for the Fusion Deck. Any card effects appliedto the Fusion Deck are now applied to the Extra Deck.Deck Zone

Field CardZoneExtra DeckZone1234Game CardsGame Cards 2Monster CardsHOW TO READ A CARD1 Card Name

7 CardDescription4 Type3 Attribute2 Level5 Card Number6 ATK (Attack Points)DEF (Defense Points)6This is the cards name. When a

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card name is mentioned in cardtext it appears in quotations.If cards have the same name,they are considered to be thesame card.1 Card NameCount the number of stars hereto find out the monsters Level.In order to Normal Summon amonster that is Level 5 or higher,you must Tribute monsters youhave on the field.2 LevelMonster CardsGame Cards7There are 6 different Attributesa monster can have. ThisAttribute is sometimesimportant for card effects.3 AttributeMonsters are divided into various Types. Some monsters withspecific abilities will have additional information here too, next totheir Type.

4 TypeA cards identification number is found here. This number is usefulfor collecting, and for sorting your collection.5 Card NumberATK is a monsters Attack Points and DEF is a monsters DefensePoints. High Attack and Defense points are good when battling!6 ATK (Attack Points) / DEF (Defense Points)Card effects are written here, describing the monsters specialabilities and how to use them. Normally, the effects of monsterscannot be used while they are Set face-down on the field. YellowNormal Monster Cards do not have effects, and have a description ofthem written here that does not affect the game.7 Card Description

DARK8WHAT IS A MONSTER CARD?Monster Cards are used to battle and defeat your opponent. Battlesbetween Monster Cards are the foundation of any Duel.There are many kinds of Monster Cards. This game is more than asimple slugfest, so monsters with high Attack and Defense Pointswill not be enough. There are also monsters with strong specialeffects even though their ATK and DEF points are low. Therefore,your success in a Duel depends on how skillfully you can make useof the different kinds of cards. Lets take a look at the different kindsof monsters.<<< Normal Monsters

These are basic Monsters.Cards without special abilities.Many Normal Monsters havehigher Attack Points andDefense Points than EffectMonsters, instead of havingspecial abilities.Game Cards9Game Cards

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<<< Effect MonstersAn Effect Monster is a monsterthat has special abilities.The effects of these monstersare split into five categories: Flip Effect Continuous Effect Ignition Effect Trigger Effect Quick EffectFlip EffectThis is an effect that is activated when a face-down card isflipped face-up. This can happen when it is Flip Summoned,attacked while face-down, or flipped face-up by a card effect.These effects start with the word FLIP: on the card.When you have a face-down monster, your opponent must bewary because they dont know if it has a Flip Effect or not.FLIP: Destroy 1 monster your opponentcontrols. Example10 Game CardsThis effect is active while the Effect Monster Card is face-up onthe field. The effect starts when the face-up monster appearson the field, and ends once that monster is gone or is no longerface-up; there is no trigger for its activation. These monsters

are most useful if you have a strategy to protect them whilethey are on the field.Monsters with 2000 or less ATK cannotdeclare an attack. ExampleContinuous EffectYou use this type of effect just by declaring its activation duringyour Main Phase. (See Turn Structure, page 26) There are someIgnition Effects that have a cost to activate, like discardingcards from your hand, Tributing a monster, or paying LifePoints. Because you can choose when to activate this type ofeffect, its easy to create combos with them.You can Tribute this card to destroy1 monster on the field.

Ignition EffectExample11Game CardsThese effects are activated at specific times, such as duringthe Standby Phase or when this monster is destroyed. Thesecards can make for some great combos, but its easier for youropponent to predict what will happen, so they might try tostop you.When this card is destroyed by battle and sentto the Graveyard, destroy 1 card on the field.Trigger EffectThese are special monster effects that you can activate even

during your opponent's turn. These types of effects have aSpell Speed of 2, even though all other monster effects have aSpell Speed of 1. (See Spell Speed, page 39.) Since its difficultfor your opponent to predict these cards, they can give theman unexpected surprise.(Formerly called Multi-Trigger Effects.)You can activate this effect during eitherplayer's turn.Quick EffectExample

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Example12 Game Cards<<< Synchro MonstersSynchro Monsters are placed in theExtra Deck, separate from the MainDeck. You can Special Summon apowerful Synchro Monster to thefield in an instant just by usingthe Levels of your monsters. Theycan be Synchro Summoned fromthe Extra Deck by sending 1 face-upTuner monster and any numberof face-up non-Tuner monstersfrom your side of the field to theGraveyard, when the sum of all theirLevels is exactly equal to the Levelof the Synchro Monster.<<< Tuner Monstersfor Synchro SummonIn order to Synchro Summona Synchro Monster, you need 1Tuner (look for Tuner next toits Type). The Tuner Monsterand other face-up monsters

you use for the SynchroSummon are called SynchroMaterial Monsters. The sumof their Levels is the Levelof Synchro Monster you canSummon.13Game CardsHow to Synchro SummonDuring your Main Phase, you can declare a Synchro Summon when thecombined total Levels of 1 face-up Tuner Monster and any number of otherface-up monsters you control are equal to the Level of the Synchro Monsteryou want to Synchro Summon.

After double-checking the Level of the Synchro Monster you want, sendthe face-up Synchro Material Monsters from your side of the field to theGraveyard. Remember, only 1 can be a Tuner Monster.After sending the monsters from the field to the Graveyard, take the SynchroMonster from your Extra Deck and play it onto the field in face-up Attack Positionor face-up Defense Position.Tuner Non-Tuner Monsters Synchro Summon!+ =Level 3 Level 2 Level 514 Game Cards<<< Fusion MonstersFusion Monsters are also

placed in your Extra Deck(not in your Main Deck). Theyare Summoned by using thespecific monsters listed on thecard (called Fusion MaterialMonsters) combined with theSpell Card "Polymerization."They usually have specialabilities and very high AttackPoints as well.

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How to Fusion SummonIf you have all the Fusion Material Monsters listed onthe Fusion Monster Card (either on the field or in yourhand) you can activate "Polymerization," placing it inyour Spell & Trap Card Zone.After sending the Fusion Material Monsters to theGraveyard, take the appropriate Fusion Monster fromyour Extra Deck and play it onto the field in eitherface-up Attack or Defense Position. Finally, place the"Polymerization" card in the Graveyard.Remember that in order to use a Fusion Monster during a Duel it needs to be inyour Extra Deck. Since Fusion Summons require specific cards, be sure and includethose necessary cards in your Main Deck!Polymerization15Game Cards<<< Ritual MonstersRitual Monsters are specialmonsters that are SpecialSummoned with a specific RitualSpell Card, along with a requiredTribute. Ritual Monster Cardsare placed in the Main Deck and

cannot be Summoned unless youhave all the proper cards togetherin your hand or on the field. RitualMonsters generally have high ATKand DEF and some have specialabilities, just like Fusion Monsters.How to Ritual SummonWhen you have a Ritual Spell Card, along with the matching Ritual MonsterCard, in your hand, along with the required Tribute (as listed on the RitualSpell Card), you can activate the Ritual Spell Card, placing it in the Spell &Trap Card Zone.If the activation of the Ritual Spell Card is successful,Tribute monsters by sending them from your hand or the

field to the Graveyard. The Ritual Spell Card will list therequired amount to Tribute.After sending the Tributed Monsters to the Graveyard, playthe Ritual Monster Card onto the field in either face-upAttack or Defense Position. Finally, place the Ritual SpellCard in the Graveyard. Ritual Spell CardSummoning Monster Cards Summoning Monster CardsThere are several ways to play monsters onto the field. These wayscan be categorized into 2 groups: actions that can be done only once aturn, and actions that can be done multiple times a turn.You can do one of these once per turn.n Normal Summon (and Tribute Summon)This is the most common way to Summon a monster. Simply

play a Monster Card from your hand onto the field in faceupAttack Position. All Normal Monsters, and most EffectMonsters (unless they have a specific restriction), can beSummoned in this way.However, for Monsters that are Level 5 or higher, you mustTribute at least 1 monster you control before the NormalSummon. This is called a Tribute Summon. Monsters that areLevel 5 or 6 require 1 Tribute and Monsters that are Level 7 orhigher require 2 Tributes.Level 5, 6 Level 7 or higher

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1 Tribute 2 Tributesn SetTo play a Monster Card from your hand in face-down Defense Position iscalled a Set. In order to Set Monsters that are Level 5 or higher, you stillneed to Tribute.Its important to remember that a monster Set on the field in face-downDefense Position IS NOT considered Summoned. It has been Set and canbe Summoned with a Flip Summon or flipped face-up by an attack or cardeffect. Remember, you can only Normal Summon OR Set once per turn, so ifyou Set a monster you cannot Normal Summon a monster that turn.(Note: you cannot play a monster from your hand onto the field in face-upDefense Position.)16 Game Cards17You can do as many of these during a turn as you wantn Flip SummonYou can change a face-down Defense Position Monster intoface-up Attack Position, without using a card effect. This iscalled a Flip Summon. When you Flip Summon, you cannotchange the monster to face-up Defense Position, only to faceupAttack Position. A Monster Card cannot be Flip Summonedin the same turn that it was Set onto the field. You cannot usemost monsters effects until they are face-up.n Special Summon

Some monsters can be played onto the field without beingNormal Summoned or Set. This is called a Special Summon.Synchro Summons, Fusion Summons and Ritual Summons areall Special Summons. Some Effect Monsters also have specificconditions that allow you to Special Summon them. Thesemonsters are considered Special Summon Monsters. Unlessotherwise specified, a Special Summoned monster is playedonto the field in your choice of face-up Attack Position or faceupDefense Position.n Special Summon with a Card's EffectMonsters can also be Special Summoned onto the fieldthrough the effect of another card. This is different fromSpecial Summon Monsters. You cannot use a card effect to

Special Summon those monsters from your hand, Deck, orthe Graveyard unless it was properly Special Summoned first.For example, if a Synchro Monster is sent from your ExtraDeck to the Graveyard without being Synchro Summoned,you cannot use a Spell Card to Special Summon it from theGraveyard, because Synchro Monsters have to be properlySpecial Summoned first, before they can be Special Summonedby another cards effect.Game CardsTrap Card18Spell & Trap Cards Spell & Trap CardsHOW TO READ A CARD

Spell Card1 Card Name4 Type3 Icon2 Type5 Card NumberGame Cards19Remember, cards with the samename are considered to be the

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same card, and you can onlyhave up to 3 copies of the samecard in your Main Deck and SideDeck combined.1 Card NameInstead of having an Attributesymbol like Monster Cards, aSpell Card has the "SPELL ?"symbol and a Trap Card has the"TRAP ?" symbol.2 TypeThere are 6 types of icons that represent special properties a Spell orTrap Card may have. Spell and Trap Cards without an icon are calledNormal Spell Cards or Normal Trap Cards.3 IconEach card's activationconditions and effects areprovided here. Read the carddescription carefully and followthe instructions.4 Card DescriptionA cards identification number isfound here. This number is usefulfor collecting, and for sorting

your collection.5 Card NumberEquipRitualFieldContinuousQuick-PlayCounterGame Cards20Normal Spell CardsRitual Spell CardsNormal Spell Cards have single-use effects. To use a Normal Spell Card,

announce its activation to your opponent, placing it face-up on the field.If the activation succeeds, then you resolve the effect written on thecard. After resolving the effect, send the card to the Graveyard.These Spell Cards are used to perform Ritual Summons. Use these cardsin the same way as you would use Normal Spell Cards.Game Cards<<< Spell CardsSpell Cards can normally beactivated only during your MainPhase, and help you out withdifferent effects. Spell Cardshave many powerful effects,like destroying other cards or

strengthening monsters. Savethese cards in your hand untilyou can get the best results outof them.21Continuous Spell CardsThese cards remain on the field once they are activated, and their effectcontinues while the card stays face-up on the field. By using Continuous SpellCards, you can create lasting positive effects with a single card, which is great

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but theres the chance that the opponent will remove it from the field beforeyou benefit from the effect.Quick-Play Spell CardsThese are special Spell Cards that can be activated during any Phase ofyour turn, not just your Main Phase. You can also activate them during youropponents turn if you Set the card face-down first, but then you cannotactivate the card in the same turn you Set it.Equip Spell Cards Field Spell CardsThese cards give an extra effect to1 face-up monster of your choice(either your own or your opponents,depending on the card). They remainon the field after they are activated.The Equip Spell Card affects only1 monster (called the equippedmonster), but still occupies one ofyour Spell & Trap Card Zones. Ifpossible, place it in the zone directlybehind the equipped monster tohelp you remember. If the equippedmonster is destroyed, flipped facedown,or removed from the field, itsEquip Cards are destroyed.These cards are placed in the Field

Card Zone and remain on the fieldafter they are activated. There canonly be 1 face-up Field Spell Cardon the field at any given timebetween both players. When a newField Spell Card is activated, theprevious active Field Spell Card isdestroyed automatically.These cards may be placed facedownin the Field Card Zone,but are not active until flippedface-up.Game Cards

22<<< Trap CardsNormal Trap CardsTrap Cards will help you out withdifferent effects, just like SpellCards. The big difference betweenthem is that you can activate TrapCards during your opponents turn.Many Spell Cards have effects usefulfor offense, but Trap Cards havethe ability to surprise the opponentby disrupting their attacks andstrategies. Using Trap Cards can

sometimes be tricky, since youropponent might have to do certainthings before you can unleash them.Before you can activate a Trap Card, you must Set it on the field first.You cannot activate a Trap in the same turn that you Set it, but youcan activate it at any time after thatstarting from the beginning ofthe next turn.Normal Trap Cards have single-use effects and once their effects areresolved, they will be sent to the Graveyard, just like Normal Spell Cards.They are also similar to Normal Spell Cards because once activated,

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their effects are not likely to be stopped. However, your opponent candestroy your face-down Trap Cards on the turn they were Set, or beforethe time is right to activate them. Because of this, you must be smartabout how you use your Trap Cards.Game Cards23Continuous Trap CardsCounter Trap CardsJust like Continuous Spell Cards, Continuous Trap Cards remain on the fieldonce they are activated and their effects continue while they are face-up on thefield. Some Continuous Trap Cards have abilities similar to the Ignition Effects orTrigger Effects that can be found on Effect Monster Cards.Continuous Trap Cards can have effects that limit your opponents options, orthat slowly damage your opponents Life Points.These Trap Cards are normally activated in response to the activation of othercards, and may have abilities like negating the effects of those cards. Thesetypes of Traps are effective against Normal Spell Cards or Normal Trap Cards,which are otherwise hard to stop, however many Counter Trap Cards require acost to activate them.n The Difference Between Set Spell Cards and Set Trap CardsSpell Cards can be Set face-down on the field like Trap Cards.However, the rules for the two types of cards are different.Spell Cards can be activated during the Main Phases even in

the same turn that you Set them (except for Quick-Play SpellCards). Setting them does not allow you to use them on youropponents turn; they still can only be activated during yourMain Phase.You can Set a Spell Card face-down on the field to bluff youropponent into thinking you have a powerful Trap.Game Cards24How to play 3n How to Duel and How to WinA single game is called a Duel, and a Duel ends when one player winsor the game ends in a draw. Duels are played in sets of 3 called aMatch, and the winner of best 2-out-of-3 wins the Match.

n Winning a DuelEach player starts a Duel with 8000 Life Points. You win a Duel if: youreduce your opponents Life Points to 0; if your opponent is unableto draw a card; or if a cards special effect says you win. If you andyour opponent both reach 0 Life Points at the same time, the Duelis declared a draw.Victory Conditions Reduce your opponents Life Points to 0. Your opponent is unable to draw a card when they aresupposed to draw. Win with a cards special effect.Let the Duel begin! Let the Duel begin!How To Play

25How To PlayPreparing to Duel Preparing to DuelBefore starting a Duel, follow these 4 steps. Also, make sure youhave all your extra items that your Deck might need, like a coinor counters.After greeting your opponent, shuffle your Deck thoroughly. Then you mayshuffle and cut your opponents Deck (be careful when touching your opponentscards). 1After cutting, place the Decks face-down in the proper Deck Zones on the field.

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If using an Extra Deck with Synchro Monsters or Fusion Monsters, place it facedownin the Extra Deck Zone. 2Both players show each other their Side Decks, and record the number of cards init, also confirming that they have 15 or fewer cards (the cards should be countedface-down). If you exchange cards between your Side and Main Decks after aDuel, count the cards of your Side Deck for your opponent again to show that thenumber of your cards remain the same.3Play rock-paper-scissors or flip a coin. The winner decides to go first or secondin the Duel. For your next Duels, the loser of the previous Duel decides who goesfirst. If the previous Duel ended in a tie, determine who starts first in the nextDuel with another coin toss, etc.Finally, draw 5 cards from the top of your Deck; this is your starting hand.4Starting with the first player, its time to Duel!26Turn Structure Turn StructureA Duel progresses in a series of turns which are divided into phases.n Turns

During a Duel, players alternate taking turns. Each players turnconsists of up to six phases.n PhasesYou move through the phases of your turn in the order shown on theright. You can only do certain things during each phase, as detailedin this chapter.How To Play271st Players turnPrepare to Duel2nd Players turnDraw PhaseStandby Phase

Main Phase 1Battle PhaseMain Phase 2End PhaseIf no battles are conductedHow To Play28Draw PhaseStandby PhaseThis is the first phase. The player whose turn it is (the turn player)draws 1 card from the top of their Deck. A player with no cards leftin their Deck and unable to draw loses the Duel. After you draw, TrapCards or Quick-Play Spell Cards can be activated before proceeding

to the Standby Phase.Some cards have effects that activate, or costs you must pay, in theStandby Phase. If you do not have any of these cards on the field,you can still activate Trap Cards or Quick-Play Spell Cards beforemoving on to your Main Phase 1.Main Action in this phasePossible Other ActionsDraw 1 CardActivate Trap Cards, Quick-PlaySpell Cards, etc.

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Main Action in this phasePossible Other ActionsResolve card effects that happenin this phaseActivate Trap Cards, Quick-PlaySpell Cards, etc.How To Play29Main Phase 1This is when you play most of your cards: you can Normal Summon,Set, or change the battle position of a monster, activate a cardseffect, and Set Spell and Trap Cards. These actions can be done inany order you want, but some actions have restrictions.Possible Actions in this phaseSummon or Set a MonsterThere is no limit to the number of times you can Flip Summon orSpecial Summon during a turn, but you can only Normal Summonor Set a monster (including a Tribute Summon) once per turn.Change Your Monsters Battle PositionsThis includes Flip Summoning a monster, or changing the positionof a face-up monster to face-up Attack or Defense Position. Youcan change the position of each monster you control, except inthree cases. 1. You cannot change the battle position of a monsterthat was played onto the field this turn. 2. You cannot change it

in Main Phase 2 if the monster attacked during the Battle Phase.3. You cannot change it if you have already changed its battleposition once this turn.Active a Card or EffectYou can activate Spell and Trap Cards, or the effects of Spell, Trap,or Effect Monster Cards as many times as you want during thisphase, as long as you can keep paying any costs involved.Set Spell Cards & Trap CardsYou can Set Spell and Trap Cards face-down in your Spell & TrapCard Zone during this phase, as long as you have space.How To Play30Battle Phase

Now its time to battle with your Monster Cards! This phase is dividedinto steps.You do not have to conduct a Battle Phase every turn. Even if youhave a monster on the field, you can choose to either enter the BattlePhase, or to proceed to the End Phase.Possible Actions inthis phaseBattle with MonstersActivate Trap Cards and Quick-Play Spell CardsFlow of theBattle Phase Start StepBattle Step

End StepDamage StepThe Battle Phase is split into 4steps and is conducted in theorder shown in the diagram. TheBattle Step and Damage Step arerepeated each time you attack witha monster.How To Play31

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After youve resolved all your battles by repeating the Battleand Damage Steps, and you have no more monsters you wantto attack with, announce to your opponent that you are endingyour Battle Phase.In this step, the players calculate the result of the battle andwhatever damage is done. (See Monster Battle Rules, page 34.)After finishing the Damage Step, return to the Battle Step.Select 1 monster on your side of the field to attack with, and 1of your opponents monsters as your attack target, and thendeclare the attack. If your opponent does not have any monsterson the field, you can attack directly. Play then proceeds to theDamage Step. Afterwards, the attacking player returns to theBattle Step, and repeats this procedure. Each face-up AttackPosition monster you control is allowed 1 attack per turn. You donot have to attack with a monster if you dont want to.End StepDamage StepBattle StepStart StepThis step starts the Battle Phase. The turn player shouldannounce Im entering the Battle Phase. IMPORTANT: Theplayer who goes first cannot conduct a Battle Phase in their veryfirst turn.How To Play

32n Replay Rules during the Battle StepAfter youve announced yourattacking monster and the attacktarget monster during a BattleStep, the attack target mightbe removed from the field, ora new monster may be playedonto the opponents side of thefield before the Damage Step, dueto a cards effect. This causes aReplay. When this occurs, youcan choose to attack with the

same monster again, or choose toattack with a different monster, orchoose not to attack at all. Notethat if you attack with a differentmonster, the first monster is stillconsidered to have declared anattack, and it cannot attack againthis turn.Declare your attackingmonster and your attacktarget monster.A replay happens!Re-select a target

monster.Themonstersyour opponentcontrols changebefore the DamageStep.How To Play33Main Phase 2

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End PhasePossible Actions in this phaseActions in this phasePossible other actionsin this phaseSummon or Set a MonsterChange your Monsters Battle PositionsActive a Card or EffectSet Spell Cards & Trap CardsAnnounce the end of your turn, and if there are any cards on thefield which say during the End Phase in their text, resolvethose effects in this phase. If you have more than 6 cards in yourhand at the end of this phase, select and discard cards to theGraveyard until you only have 6 cards in your hand.If you conducted your Battle Phase, your turn moves to Main Phase 2afterwards. The actions a player can perform in this phase are the sameas in Main Phase 1. However, if the player already did something in MainPhase 1 that has a limit to the number of times it can be done, the playercannot do it again in Main Phase 2. Consider if you want to activate andSet Spell & Trap Cards, or Summon or Set a monster (if you didnt do thatin Main Phase 1) based on your situation after the Battle Phase. Use thisphase to prepare for the opponents turn.Resolve card effects whichactivate in this phase

Discard if you have more than 6cards in handActivate Trap Cards and Quick-Play Spell CardsHow To Play34Battles and Chains 4Monster Battle Rules Monster Battle RulesDAMAGE STEP RULESnLimitations on Activating CardsDuring the Damage Step, you can only activate Counter Trap Cards,or cards with effects that directly change a monsters ATK or DEF.Also, these cards can only be activated up until the start of damage

calculation.nAttacking a face-down cardIf you attack a face-down Defense Position monster, flip the card toface-up Defense Position in the Damage Step. Now you can see themonsters DEF and then calculate damage.nActivation of a Flip EffectWhen an attacked monster is flipped face-up, any Flip Effects areactivated and resolved after damage calculation. If you need to selecta monster for the Flip Effect to target, you cannot target a monsterthat has already been destroyed during damage calculation.During the Damage Step, there are limits on what cards you canactivate. Also, during the Damage Step, Flip Effects resolve a bitdifferently than they normally do.

Battles and ChainsBattles and Chains35DETERMINING DAMAGEWhen You Attack an Attack Position MonsterYou calculate Battle Damage based on the battle position of themonster you are attacking. If you attack an Attack Position monster,compare ATK vs. ATK. If you attack a Defense Position monster,compare your monsters ATK vs. the attacked monsters DEF.When your attacking monsters ATK is higher than the ATK of

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the opponents monster, the attacking monster destroys theopponents monster and sends it to the Graveyard.The amount that your attacking monsters ATK exceeds theATK of your opponents monster is subtracted from youropponents Life Points as Battle Damage.When your attacking monsters ATK is equal to the ATK of theopponents monster, the result is considered a tie, and bothmonsters are destroyed.Neither player takes any Battle Damage.When your attacking monsters ATK is lower than the ATK ofthe opponents monster, the attacking monster is destroyedand sent to the Graveyard.The amount that the opponents monsters ATK exceeds theATK of your attacking monster is subtracted from your LifePoints as Battle Damage.ATK of AttackingMonsterATK of OpponentsMonster VS.WIN TIE LOSEBattles and ChainsWhen You Attack a Defense Position MonsterWhen your attacking monsters ATK is higher than the DEF ofthe opponents monster, the attacking monster destroys the

opponents monster and sends it to the Graveyard.Neither player takes any Battle Damage.When your attacking monsters ATK is equal to the DEF of theopponents monster, neither monster is destroyed.Neither player takes any Battle Damage.When your attacking monsters ATK is lower than the DEF ofthe opponents monster, neither monster is destroyed.The amount that the opponents monsters DEF exceeds theATK of your attacking monster is subtracted from your LifePoints as Battle Damage.ATK of AttackingMonsterDEF of Opponents

Monster VS.WIN TIE LOSEIf your opponent has no monstersIf there are no monsters on your opponents side of the field, youcan attack directly. The full amount of your attacking monsters ATKis subtracted from the opponents Life Points as Battle Damage.36Battles and ChainsWHAT IS A CHAIN?Chains are a way to order the resolution of multiple card effects.They are used when the effects of more than 1 card are activatedat once (see page 43), or when a player wants to use an effect aftera card has been played, but BEFORE that card has an effect on the

game.If a cards effect is activated, the opponent is always given a chanceto respond with a card effect of their own, creating a Chain. If youropponent responds with an effect, then you can choose to respondand add another effect to the Chain. If your opponent does notrespond, you may activate a second effect and create a Chain toyour own cards activation. Both players continue to add effects tothe Chain until they both wish to add nothing else, then you resolvethe outcome in reverse order - starting with the last card that wasactivated.

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You must always be careful not to resolve the effects of your cardsbefore asking your opponent if they wish to make a Chain.SPELL SPEEDChains and Spell Speed Chains and Spell SpeedEvery type of card effect has a Spell Speed between 1 and 3. If youwant to respond to a card effect in a Chain, you have to use an effectwith Spell Speed 2 or higher, and it cannot have a lower Spell Speedthan the effect you are responding to. Please see page 39 for anintroduction to each type of cards Spell Speed.37Battles and ChainsHow a Chain Works[Chain Complete][Chain Link 4]Spell Speed 2 or 3 card usedagainst Chain Link 3[Chain Link 3]Spell Speed 2 or 3 card usedagainst Chain Link 2[Chain Link 2]Spell Speed 2 or 3 card usedagainst Chain Link 1[Chain Link 1]Spell Speed 1 or 2 card thats

usedOrder of resolutionOrder of activationAs shown in the diagram above, the first effect activated is ChainLink 1. The next effect is Chain Link 2, and so on. Every time a newChain Link is made, they are stacked up in the order that the cardsare activated. Once the Chain is completed, the outcome is resolvedstarting with the most recent card to be activated at the top of theChain and proceeding down to Chain Link 1.38Battles and ChainsSpell SpeedsSpell, Trap, and Effect Monster effects have different Spell Speeds.

There are Spell Speeds from 1 to 3. You can only respond with aneffect if it is Spell Speed 2 or higher, and has an equal or greater SpellSpeed than the effect on the Chain Link before it.nSpell Speed 3Counter TrapThis is the fastest of all Spell Speeds and can be used to respond toa card of any Spell Speed. Only another Spell Speed 3 card may beused to respond to these cards.nSpell Speed 2Traps (Normal, Continuous), Quick-Play Spells,Effect Monsters Quick EffectsThese cards can be used to respond to a Spell Speed 1 or 2 effect,and can typically be activated during any phase.

nSpell Speed 1Spells (Normal, Equip, Continuous, Field, Ritual),Effect Monsters effects (Ignition, Trigger, and Flip)This is the slowest of all Spell Speeds. These cards cannot beactivated in response to any other effects. Typically, these effectscannot be Chain Link 2 or higher, unless multiple Spell Speed 1effects are activated simultaneously.39Battles and ChainsEXAMPLE OF A CHAIN

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Chain Link3Chain Link2Chain Link1Player A plays Heavy Storm and Player B responds by activatingtheir Set Threatening Roar. Then, Player A responds to that byactivating Seven Tools of the Bandit.In this case, Chain Links are stacked up as seen below."Seven Tools of the BanditNegates the effect of Threatening RoarSpell Speed 3Threatening RoarPrevents the opponent from declaring attacks this turn.Spell Speed 2Heavy StormDestroys all Spell and Trap Cards on the field.Spell Speed 1Seven Tools of the Bandit (Chain Link 3) is resolved first andnegates the activation of Threatening Roar.Threatening Roar (Chain Link 2) would then be resolved, but theeffect of Seven Tools of the Bandit stops its activation. The turnplayer will still be able to declare attacks.

Then the effect of Heavy Storm (Chain Link 1) is resolvedsuccessfully, destroying all Spell and Trap Cards on the field,allowing the turn player to attack without interference from Spellor Trap Cards.40Battles and ChainsTURN PLAYERS PRIORITYThe turn player always starts with Priority, or the choice toactivate a card first, in each phase or step of their turn. As long asthe turn player has Priority, the opponent cannot activate cards oreffects, except for effects that activate automatically, like Triggeror Flip effects.The turn player can either:

 Use Priority to play a card or activate an effect OR Pass Priority to the opponent so they can activate an effect.41A player must pass Priority to the opponent when moving on tothe next phase or step. Strictly speaking, you would always declarethat youre passing Priority before the end of every phase and step,and ask your opponent if they wish to play a card. However, forease of play, announcing the end of your phases or steps impliesgiving up priority. Therefore, when announcing the end of a phase,your opponent can just say Before the end of your phase, Iactivate this card and use a card. The turn player starts with Priority to activate a card or effect first. After a cards activation, and at the end of each phase or step,

Priority passes to the opponent.42 Other RulesOther Rules 5nLimited CardsNormally, your Deck (including Extra Deck and Side Deck) cancontain up to 3 copies of a card that has the same name. However,certain cards have specific quantity restrictions that further limitthe number that can be included in a Deck.There are 3 types of restrictions: Limited cards are restricted to 1copy in a Deck, while Semi-Limited Cards are restricted to 2 copies

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You can only create a Chain by responding to the activationof a card or effect. Summoning a monster, Tributing, changinga monsters Battle Position and paying costs are not effectactivations and therefore you cannot respond to those actionsusing a Chain.45lAttack DirectlyAttacking directly means that a monster attacks a player insteadof attacking a monster. In this case, the damage to the player willbe equal to the monsters ATK. Some monsters have an effect thatallows them to Attack Directly even if the opponent controls amonster.lBattle DamageBattle Damage is damage inflicted to a player by an attackingmonster, or by a battle between two monsters. This is differentfrom damage from the effect of an Effect Monster, Spell Card orTrap Card.lCards on the FieldWhen cards on the field is written in card text, it means all thecards on the Game Mat other than the Graveyard, Deck, and ExtraDeck.lControlA card you control is a card on your side of the field. You arethe player that gets to make decisions regarding that card. Your

opponent can take control of a card away from you with a cardeffect. In that case the card is moved to your opponents side ofthe field. However, if your card that is controlled by your opponentis sent to the Graveyard, or returned to the hand or Deck, it isalways returned to the hand or Deck of the cards owner.Glossary GlossaryOther Rules46 Other RuleslDestroyA card is destroyed when it is sent to the Graveyard due to battlebetween monsters or by an effect that destroys a card. A card thatis returned from the field to the hand or Deck, or, that is sent to theGraveyard as a cost or Tribute, is NOT considered destroyed.

lDiscardDiscard means to send a card from your hand to the Graveyard.This can happen because of a card effect or by adjusting thenumber of cards in your hand during the End Phase.lEffect of CardsThe Effect of a card is the special ability written on it, like theeffect of a Spell, Trap, or Effect Monster. Costs that are neededto activate an ability are not part of the effect. The conditionsthat describe how to play a Special Summon Monster are alsonot an effect.lEffects that CountFor effects that count the number of times something happens,like each time you draw a card(s), drawing multiple cards at once

is counted as 1 time. For example, in the case of Draw 2 cards itis counted as 1 draw. The same method of counting is applied foreffects like each time you discard a card(s) or each time youreceive damage.lEffects that TargetEffects that require you to select 1 or more specific cards whenactivated target the selected cards. Players can then decide ifthey want to respond once they know the target of the effect. Acard that affects all cards or all of one kind of card does not target.An effect that requires players to make a selection when the effect

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is resolving also does not target.47lEquip CardIn addition to Equip Spell Cards, sometimes Trap Cards or MonsterCards are treated as an Equip Card; and the rules about Equip SpellCards apply to them. The term Equip Card includes both thosecards and Equip Spells.lEquipped MonsterA monster that is equipped with an Equip Card is an equippedmonster. When this monster is destroyed or flipped face-down,the equipped card loses its target, and is destroyed and sent tothe Graveyard.lFusion DeckOlder card text may mention the Fusion Deck. This is known asthe Extra Deck now, so read the card text as if it said Extra Deck.Card text that mentions Fusion Monsters still only affects FusionMonsters, it does not include Synchro Monsters unless specified.lOriginal ATK (or DEF)The Original ATK (or DEF) is the number of ATK (or DEF) pointsprinted on the Monster Card. This does not include an increasefrom an Equip Spell Card or other card effect. If ? is written as theATK or DEF, the original ATK or DEF is treated as zero.lPay a CostTo pay a cost is an action required in order to activate a card, an

effect, or to Summon a monster. Tributing to Tribute Summon aLevel 5 monster is an example of a cost. Other common costs arediscarding, paying Life Points, or removing cards from play. Youhave to pay any costs before you declare the activation of thecard. Even if the activation of the card is negated, you cannot geta refund of the cost that you have paid.Other Rules48 Other RuleslRandomWhen a card effect says to select a card randomly, there is noofficial way of doing so, as long as neither player has a way ofknowing which card is being selected.lRemove from Play

Although a card that has been used is normally sent to theGraveyard, a card which is removed from play is separated fromthe field instead. Normally you cannot use it again during thecurrent Duel. You must return a card that was removed from playto your Deck and use it for the next Duel.lRevealWhen an effect says to reveal a card, you show it to both players.You may have to reveal a face-down card, a card from your hand,or from the top of your Deck. Revealing a card does not activatethe card or its Flip Effect. Normally, revealed cards are returnedto their original position after being looked at by both players.lSearch your DeckWhenever an effect instructs you to add a card from your Deck to

your hand, or to Special Summon a monster from your Deck, youcan pick up your Deck and search through it for the appropriatecard. You must shuffle your Deck after any time you search it andlet your opponent shuffle or cut. You cannot activate an effect tosearch your Deck for a card if there are no cards that meet therequirements in your Deck.49Other RuleslSend to the GraveyardA card can be sent to the Graveyard in various ways. Destroying a

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card, discarding, and Tributing a monster are all actions that senda card to the Graveyard, and will normally activate When this cardis sent to the Graveyard Trigger Effects.lSetPlaying a card face-down is called a Set. For Monster Cards, playingit in face-down Defense Position is called a Set. Any card that isface-down on the field is a Set card.lShuffleThere is no rule for how to shuffle, but while shuffling you cannotlook at the cards you are shuffling, or arrange the cards and thenshuffle them.lTributeTributing is sending a monster you control to the Graveyard. Youcan Tribute a face-up or face-down monster, unless otherwisespecified. Tributing a monster is one possible cost for Summoninga monster or activating an effect. A monster sent to the Graveyardby Tributing is not treated as destroyed.MEMO50FOR FURTHER INFORMATION ONTHE Yu-Gi-Oh! TRADING CARD GAME,PLEASE VISITwww.yugioh-card.comOR

CONTACT KONAMI DIGITAL ENTERTAINMENT [email protected] content subject to change. Stated odds reflect an average of the entire production run; noratio is guaranteed to exist within an individual box or case. Manufactured anddistributedby Konami Digital Entertainment, Inc. 2381 Rosecrans Avenue, Suite 200, El Segundo, CA90245, USA. KONAMI is a registered trademark of KONAMI CORPORATION. Printed in USA.U.S. Pat. RE37,957. For questions please email us at: [email protected]