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YF --> TCG --> Additional Rules


The following rules are unofficial. In this page I tell you about additional rules of Yu-gi-oh! used in the anime. He you find out about the OLD duel disk system, the deck master rules, and others.


THE DUELIST KINGDOM DUEL DISKS

In Duelist Kingdom, Yugi and Kaiba duelled using his old version of the Duel Disks. Kaiba designed the duel disks so that he could challenge Pegasus no matter where he found him and save his brother.

There are no actual 'hands' when using these duel disks. Players must have exactly 4 cards in their, well whatever it's called instead of a hand ( I will call it a hand for the sake of simplicity). If you have less than 4 cards at the beginning of your turn, draw cards until you have 4 cards. If you have more than 4, discard cards until you have 4.

Players can only have one monster on the field at once. In addition, no cards are actually set. Trap cards are activated from the hand. In the anime, they did not have sacrifices, however if you would like to sacrifice, you would use monsters from the hand to sacrifice.


THE DECK MASTER RULES

Half-way through the Battle City finals, the gang got trapped in a virtual world once again. They met the big five and they had to duel each member to escape. They introduced new rules to the game, known as the deck master rules.

The Deck Master can be any monster in your deck. The Deck Master stands next to you in the Deck Master zone. Whenever you like, you can summon the monster to the field as a special summon. Once a deck master has been summoned to the field, it cannot return to it's position on the side lines (Certain deck masters do not follow this rule. An example of this would be Shinato, King of a higher plane. It's deck master special ability allows it to return to the deck master space once per game.)

If your deck master is destroyed you automatically lose. However, if you can immediately use some other effect to summon another monster, you will still be in the duel and the new monster will be your deck master. For example,

Your deck master is Mystic Tomato. You move it to the field and it is destroyed, however it's effect allows you to summon Cannon Soldier to the field. Cannon Soldier is now your deck master.

Your deck master is Blue-Eyes White Dragon. You move it to the field and it is destroyed. You then activate the trap card, Deal with Dark Ruler. That allows you to summon Beserk Dragon to the field. Beserk Dragon is now your deck master.

Contrary to popular belief, you can offer your deck master as a tribute. The monster you summon with the tribute summon will be your new deck master. You can also fuse your deck master, and offer it for a ritual summon. The effect will occur. For example,

Your deck master is Dark Magician. You move it to the field. You then use the ritual card, Curse of the Masked Beast, to sacrifice Dark Magician and Battle Ox. That will allow you to summon The Masked Beast to the field. The Masked Beast is now your deck master.

Your deck master is Flame Swordsman. You move it to the field and fuse it with Dark Magician to form Dark Flare Knight. Dark Flare Knight is now your deck master. You send Dark Flare Knight on a suicide attack so you can summon Mirage Knight to the field. Mirage Knight is now your deck master. (Yes, we've all seen the show.)

In addition to the above rules, all cards with a holofoil picture, and a small selection of rare and commmon cards, have a special ability known as the deck master ability. These abilities have an effect on gameplay and come in certain types. The Types are as follows - Trap, Spell, Continuous, Counter, Instant, Setup

Trap effects are activated as if they were trap cards and can be chained with just about anything
Spell effects are activated as if they were Spell cards meaning they can only be used during your main phaise
Continous effects are always active as long as the deck master is either face-up on the field or in the deck master zone
Counter effects are activated in response only certain things, and can be treated exactly the same as counter trap cards
Instant effects activate immediately when the duel starts, before the first card is even drawn
Setup effects are active only before the duel begins (and example would be an effect allowing you to contain four copies of the same card in one deck).

 
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