Somewhat playful foes...
Mai ValentineDum Dum Dum Dummm! Introducing Mai—the selfish She-Bitch! Mai is as pretty as she is dangerous...and that's pretty dangerous! She's one of the top duelists in the world and fights for the riches that await only the best. Posh and frequently self-absorbed, Mai is not above using her charm to advance her situation. Though she plays for superficial reasons, Mai may yet learn from Yugi's example.
My Point of View on Mai ValentineShe wants the money, she wants the cash, she wants the ends, moolah, greenbacks, dollar dollar bills y'all, the cars, boats, houses, clothes, jewelry, and everything therein. Can we say Gold Digger? Mia is the perfect example of why NOT to duel. When you think of what everyone else has at stake, Mia’s superficial reasons sound…cheep. But you can’t help admire a woman that knows what she wants and is honest enough to admit that its all frivolous, but the good thing about Mia is that she’s learning. She’s learning that its okay to have friends, that you don’t have to use friendship as a reason to get close and stab someone in the back—that it actually has some value. Because of the lessons learned, Mia’s game has gone to a whole new level and she’s starting to mature into a ferocious duelist.
BakuraBakura is another of Yugi's school friends. You'd think they would have plenty in common since they share a passion for Duel Monsters, but there's something not quite right about him and that could be blamed to the Millennium Ring that he has. Unlike all the other Items, Bakura can’t control the spirit or the abilities inside his ring. The damn thing even activates on its own. Also, unlike the rest of the Millennium Items, Bakura’s Millennium Ring is the only one that possesses an Evil Spirit.
My Point of View on BakuraTo be blunt: Bakura scares me. Well, not Bakura exactly, but that Spirit that inhabits his Millennium Ring. The fact that he can’t control it and have on one occasion been “Turned to the Darkside,” for lack of a better phrase doesn’t reassure me. Makes me wonder why he keeps the damn thing anyway. While Bakura is a shy, intelligent teenager, that Spirit is anything but. I would say it's “THE “Ancient Evil, but sorry. That title is reserved for Seto. The little that we do know about the Ring is that its powers seems to be derived from the Shadow World, (and we know nothing good comes form THERE), and that the spirit actually doesn’t need the Ring in order to wreak havoc, (as Tristan finds out later.) When Bakura is “possessed” it’s totally unwillingly and he never remembers anything afterwards, which is a kind of a mixed blessing. Bakura is so gentle that there’s no telling what he would do if he ever found out just how ungodly he’s been behaving. Because Bakura’s skill as a duelist sucks unless he’s possessed, he’s been assigned as one of Yugi’s cheerleaders.
Out and Out Enemies.
Maximillion PegasusSophisticated and cultured, Pegasus is not only the ingenious creator of the Duel Monster's game, but seems to be a perfect gentleman, as well. However, Pegasus has many dark secrets. His left eye has been replaced with an ancient Egyptian artifact called the "Millennium Eye", a totem that gives Pegasus the ability to see thought cards, read peoples minds and steal their souls. Pegasus modeled Duel Monsters after a mysterious Egyptian game thousands of years old.
My Point of View on Maximillion PegasusMaximillion Pegasus is a prime example of what people mean when they say “There is no Black or White—just Shades of Gray.” He’s got to be one of the most complex characters on the show. When you first see the guy, he automatically turns into the guy you love to hate. Its so obvious that the man is BAD, but is he truly EVIL? I thought so until the end of the entire Duelist Kingdom Tournament thing and then I started to see just want kind of man Pegasus was.
Desperate
Apparently, the story started a few years before he got the Millennium Eye. What can you say? Boy meets Girl, Boy and Girl fall in love, Boy and Girl get married and a couple brief years later, Girl is struck with an incurable disease and dies. Naturally Pegasus is devastated, so he searches the world over for a way to find/contact/join his one true love. His search leads him to Egypt where he finds this man who seems to have unbelievable power. He follows him and ends up in a sacred place and the man he followed turns out to be its keeper. Given a chance for unbelievable power, Pegasus was picked to receive the Eye. Should the item chose him he would be one more step closer to his love. He accepted and in that moment, he was granted a glimpse of the afterlife, namely his Wife—Cecilia. He then reasoned that if he could get other Millennium items he would be powerful to either bring her here, or join her there. That’s why he started the whole Duelist Kingdom Games and why he invited Yugi and Bakura to the island. They had Items that he planned on stealing. But the plan backfired. Tristan threw Bakura’s ring into the deepest part of the forest on the island he could find and Yugi defeated Pegasus—winning the money, and the souls of his Grandpa, Seto and Mokuba Kaiba. After the duel, EVIL Bakura snuck in while Pegasus was weak, challenged him to a duel that he lost and took the Eye right out of Pegasus head, but that’s a story for another time.
Seto KaibaEven though Kaiba is the wealthy CEO of his own multinational high-tech corporation, KaibaCorp, his real passions lie in the world of Duel Monsters. There, he uses his ruthless business drive to overcome any who challenge him. He is an expert in the art of dueling and although he resents him, Kaiba is slowly developing respect for Yugi. We may see Kaiba straying from his selfish ways just yet! Not likely, but anything is possible.
My Point of View on Seto KaibaTHIS IS THE DEVIL! REPENT YOUR SINS AND RUN FOR YOUR LIFE! Kaiba, to me, is much like Pegasus, but with much more clear shades of BLACK. Personally, I think Seto’s experience with the orphanage has warped his whole outlook on people in general. He’s distrustful, and bitter. He’s rude, selfish, arrogant, and spiteful as hell. He doesn’t believe he needs anyone but himself and although he loves Mokuba, he really doesn’t believe he needs him either. Seto is a good example of the whole “love of a good woman will save a man’s life” thing, but as of yet there is no woman in the plans for Kaiba dear, though lord knows it couldn’t hurt. Ruthless, totally ruthless.
The Game of Duel Monsters
Official Rules
How to Play
The GameIn Yu-Gi-Oh! Duel Monsters, two players face off in an all-out battle, engaging in a Match consisting of three duels. It will take skill; practice, strategy, and luck to emerge victorious from the match, as there are many factors players can manipulate to vanquish their foe. The main battles are waged between incredible monsters split into an amazing 20 types, each with their own unique skills and fighting styles. In addition, players can use magic, set traps, change the battlefield itself, and even fuse two monsters together to form a monster of immense power!
Object of the Game
The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a Match against your opponent.
A single Match consists of 3 Duels. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a Duel.
A WIN
The player who:
Is the first to win 2 Duels in a Match OR
Has 1 win and 2 draws, is declared the WINNER.
A DRAW
If the Duel results are:
1 win, 1 loss and 1 draw OR
3 draws, the match is considered a DRAW.
Winning a Duel
The outcome of a Duel is decided according to the following Official Rules:
Each player begins a Duel with 8000 Life Points.
Life Points decrease as a result of damage calculation after battle.
You win a Duel if you reduce your opponent’s Life Points to 0. If your opponent reduces your Life Points to 0, YOU lose!
If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a DRAW.
If either player’s Deck runs out of cards during a Duel, the first player unable to draw a card is declared the LOSER. Bearing this in mind, a good duelist should make every card count.
If at any time during the Duel you hold the following cards in your hand, you instantly win the Duel:
• Right Leg of the Forbidden One
• Left Leg of the Forbidden One
• Right Arm of the Forbidden One
• Left Arm of the Forbidden One
• Exodia the Forbidden One
Preparing Your Deck
This Starter Deck contains all the cards you'll need to challenge an opponent to a Duel. Following you'll find basic rules for preparing your Deck:
The Deck used for dueling should contain a minimum of 40 cards. Aside from this minimum limit, your Deck can contain as many cards as you like.
In addition to your dueling Deck, you can also have 15 additional cards in a separate pile known as the Side Deck. The Side Deck allows you to modify your Deck to better suit your strategy during a Match.
Between Duels, you can exchange any card from your Side Deck with any card in your Deck - as long as you end up with the same number of cards that your Deck began the Match with.
The Side Deck you create must contain exactly 15 cards at the beginning of a Match. In other words, if you don't have enough cards to create a 15 card Side Deck, you cannot use one at all. NOTE: This Starter Deck contains 50 cards, so you will need 5 more cards to create a Side Deck.
In any Match, the Deck and Side Deck combined cannot contain more than 3 copies of the same card. Also, be aware of Forbidden and Limited Cards.
Gameplay
In accordance with the Official Rules, a Duel is conducted in the following manner:
Before you start a Duel, greet your opponent with a friendly handshake.
Both players shuffle their respective Decks and hand them to their opponent to shuffle (this is called Cutting the Deck). The Decks are then returned to their owners and placed facedown in their respective Deck Zones on the Duel Field.
When using Fusion Monster Card(s), place the card(s) facedown on the Fusion Deck Zone of the Duel Field. A Fusion Deck is a card or a group of cards consisting only of Fusion Monsters formed by fusing 2 or more monsters during a Duel (Fusion Monsters). NOTE: The cards of the Fusion Deck are NOT counted in the 40 cards minimum limit of the Deck.
Show your opponent that your Side Deck contains exactly 15 cards (the cards may be counted face-down). When your Side Deck cards are exchanged with those in your Deck, count the cards of your Side Deck with your opponent once again to verify that the Deck still contains the same number of cards.
For the first Duel in a Match, decide who starts first with a coin toss. For subsequent Duels in the Match, the loser of the previous Duel decides who starts first.
Finally, each player draws 5 cards from the top of their respective Decks. Once both players have 5 cards in their hand, the Duel begins, following the rules in Phases of Gameplay. Before you learn how a Yu-Gi-Oh! Turn proceeds, it is important to fully understand the Duel Field and game cards. Understanding how each type of card works will help you plan strategies to ensure that you will emerge from the Match victorious!
Manners in Dueling
Remember the following codes of conduct when facing an opponent:
Always declare each move in a loud, clear voice before you execute any play.
Your opponent is entitled to know the contents of your Graveyard and the number of cards in your hand. If asked, you are obligated to answer truthfully.
Never touch an opponent's cards without asking permission.
Magic Cards
There are several types of Magic Cards. Magic Cards can only be played during a Main Phase (Phases of Gameplay, p.22). The only exception to this rule is a Quick-Play Magic Card. Magic Card types are identified by the card icons listed at the end of this section. Magic cards are color-coded GREEN
Normal Magic Cards
Once their magic is activated, these cards are destroyed. Like the "Dark Hole" card, they are often very powerful.
Continuous Magic Cards
These cards remain on the field once they are played and their magic effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Magic Card.
Equip Magic Cards
These cards allow you to modify the strength of monsters. When playing this card to the field, place it so that it overlaps with the Monster Card that you wish to equip.
Usually, this card can only be used with monsters that are face-up on the field. However, you may equip either your own OR your opponent’s Monster Cards with Equip Magic Cards. In some cases, certain monsters cannot be equipped with these cards (refer to the individual card’s text). One monster can be equipped with several Equip Magic Cards.
However, Equip Magic Cards count towards your 5-card Magic & Trap Card limit (even cards attached to an opponent’s monster), so be sure to use them wisely.
Field Magic Cards
These cards are used to alter the conditions on the field and modify the Attack and Defense capabilities of monsters. They are placed in the Field Card Zone and are NOT included in the Magic & Trap Zone’s 5-card limit. They may be placed facedown in the Field Card Zone, but will not be activated until flipped face-up.
There can only be 1 active Field Magic Card on the field at any given time between both players. When a new Field Magic Card is activated, the previous active card is sent to the Graveyard. Also, if a Field Magic card is destroyed and there is no active Field Magic Card on the field, the field returns to the original state that it was at the beginning of the game.
If a player’s Field Magic Card is Set when an active Field Magic Card is destroyed, the Set card does not automatically activate. Field Magic Cards can only be activated by a player, but never during an opponent’s turn.
Quick-Play Magic Cards
Aside from the Main Phase, this type of card can be activated during the Battle Phase. Also, if you have this card set on the field, you can activate it during your opponent’s turn.
These types of Magic Cards will be included in future Yu-Gi-Oh! Releases and do not appear in this Starter Deck.
Ritual Magic Cards
These cards are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the required Tribute monster(s).
These types of Magic Cards will be included in future Yu-Gi-Oh! Releases and do not appear in this Starter Deck.
Trap Cards
You can Set these cards on the field and activate them at any time after the start of your opponent’s next turn. Trap Card types are identified by the card icons listed at the end of this section. Trap Cards are color-coded PURPLE
Normal Trap Cards
A normal Trap Card has no icon. Once activated, this type of card is destroyed.
Continuous Trap Cards
These cards remain on the field once they are activated and their effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Trap Card.
Counter Trap Cards
These Trap Cards are activated in response to the Summon of monsters or to neutralize the effects of Magic or Trap Cards. Once activated, this type of card is destroyed.
This type of Trap Card will be included in future Yu-Gi-Oh! Releases and does not appear in this Starter Deck.
The Decks
Starter Decks
There are two Starter Decks will be available; a YUGI deck and a KAIBA deck. This card set contains the following items:
50 game cards, including:
Monster Cards
Magic Cards
Trap Cards
3 Foil Cards
1 Official Rule Book
1 Duel Field
Object Of The Game
The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a Match against your opponent.
Cards
Three main card types are used in Yu-Gi-Oh! Monster Cards, Magic Cards, and Trap Cards. Additionally, each type of card is divided into further sub-categories. For now, just read the card descriptions. After familiarizing yourself with the Phases of Gameplay (p.22 in the rulebook), you will understand the special role of each of the cards.
IMPORTANT! In all cases where the rules in this rulebook conflict with the rules on a Yu-Gi-Oh! Game card, follow the rules on the card.
Monster Cards
A Monster Card is the basic card used to attack your opponent. Monster Cards are categorized by Type and Attribute. There are 20 different Types and 6 different Attributes. Type and Attribute affect each monster’s ability to Attack and Defend. The overall strength of a monster is indicated by its Level (the number of stars at the upper right of the Monster Card). A Monster Card is color-coded YELLOW.
Normal Monster Cards
Types: Dragon • Spellcaster• Zombie • Warrior• Beast-Warrior • Beast • Winged Beast • Fiend • Fairy • Insect • Dinosaur • Reptile • Fish • Sea Serpent • Machine • Thunder • Aqua • Pyro • Rock • Plant
Attributes:
Fusion Monster Cards
"Fusion" means using 2 or more Monster Cards together with the Magic Card.
"Polymerization" to create a new monster, represented by a Fusion Monster Card.
Each Fusion Monster Card also lists the monsters necessary to create it (Fusion-Material Monsters), and is further identified as "Fusion" next to its Type. The color of a Fusion Monster Card is VIOLET.
A Fusion Deck is a group of Fusion Monster Cards that result from a successful Fusion. When a Fusion is performed, Fusion Monsters are not randomly drawn, but selected from the Fusion Deck. The Fusion Deck should always be kept separate from the Deck, and placed facedown in the Fusion Deck Zone of the Duel Field. Remember that the cards of the Fusion Deck are NOT counted in the 40 card minimum limit of the Deck.
Ritual Monster Cards
Ritual Monster Cards are an exciting twist to Yu-Gi-Oh! Game play that will be included in future releases. Ritual Monsters Cards ARE NOT included in this Starter Deck. A Ritual Monster Card is a special monster that can be summoned onto the field only when you have a designated Ritual Magic Card and the Monster Cards required to fulfill the conditions described on the Ritual Magic Card as a Tribute, either on the field or in your hand. Ritual Monster Cards are color-coded BLUE.
NOTE: Ritual Monster Cards are included in the Deck, NOT the Fusion Deck. Therefore, they are counted in the 40 card minimum limit of the Deck.
Effect Monster Cards
Monster Cards that possess magical effects are referred to as Effect Monster Cards. The broad range of Effects is divided into the types listed here. For details regarding the effects, refer to the instructions printed on each individual card. Effect Monster Cards are color-coded ORANGE
Monster Tokens
Monster Tokens will come into play in future releases, and are used IN PLACE of Monster Cards. The tokens represent monsters that appear on the field as a result of a card being activated. As they are not actual cards, these monsters are not included in a Deck (Deck Construction, p. 34).
Use coins or a similar marker (as long as it can be flipped to indicate Attack Position [heads] or Defense Position [tails]) as a Monster Token. When put into play, Monster Tokens are placed on the Monster Card Zone of the Duel Field. When destroyed, Monster Tokens are simply removed from the field.
Monster Tokens count toward the 5-card Monster Card Zone limit.
[ 12-28-2002, 10:29 PM: Message edited by: Princess Koriand'r ]