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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 8,000 "life points" (LP) (Though the players can decide to start with more or less in casual games), with the main aim of the game to use monster attacks (and sometimes card effects) to reduce the opponent's life points. The game ends upon reaching one of the following conditions:

Zones

Cards are laid out in the following manner:

Phases

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

At the start of a game, the starting player cannot enter the draw or battle phases during their first turn.

Card types

Gameplay revolves around three types of cards: monster, spell, and trap cards. Monster cards are monsters used to attack and defend against the opposing player, mainly for the purpose of damaging an opponent's life points. Spells, which can either be played from the hand or set for later use, provide various effects such as altering a monster's strength, drawing additional cards, or removing an opponent's cards from the field. Traps are cards that are set on the field in advance and activated in later turns when certain conditions are met, such as when an opponent targets a player's monster.

With some exceptions, a typical monster card possesses ATK and DEF points that determine its attack and defense power in battles, a level represented by stars, with more powerful monsters typically being of higher levels, an attribute that certain effects may react to, and a description listing the monster's types and any effects or summoning conditions they may have. Monsters are summoned to the field through three main categories of summoning: Normal, Tribute, and Special. Once during a player's main phase, they can choose to normal summon a level 4 or lower normal or effect monster from their hand, in face-up attack position or face-down defense position, or tribute summon a level 5 or higher monster by tributing one or more monsters already on the field. Special summons are performed by utilising card effects or fulfilling the conditions of other summoning methods, such as those used to summon cards from the extra deck, and may be performed as many times as desired if the conditions are met.

The game currently features the following types of monster.

Also there are subtype monsters with special effects being;

Spell cards, green, are magical spells with a variety of effects, such as 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. There are six types of Spell Card:

Trap cards, dark pink, have to be set on a player's field face-down and can only be activated after the turn they were set has passed, including the opponent's turn. (Quick play spells, when set, have the same rule.) They are generally used to stop or counter the opponent's moves, and come in three varieties.

Rules

Chains

A chain is a stack of card effects activated one after the other. It exists for the management of multiple card effects.

A chain is created when the effects of One or more card are activated at the same time, or when a player activates an effect after a card is played, but before the card impacts the game.

If the effect of a card is activated, the opponent always has the possibility to reply with an effect of their own cards.

Each player can then continue to add effects to the chain. The chain ends when the players wish to not play any more cards. Should this happen, the chain is resolved: the resolution is performed in reverse order of play, starting with the effect of the most recently played card.

It is advised to not resolve card effects before ensuring that a chain had not been created.(ask for a Response)

Example

The player plays Raigeki (a normal spell destroying all of the opponent's monsters) (Starting Chain link 1). As a response to the player’s Raigeki, their opponent plays Destruction Jammer (a counter trap that negates the destruction of a monster by discarding a card) to negate the effects of Raigeki (thus placing Destruction Jammer in chain link 2). The player then plays Solemn Judgement (a counter trap that negates a monster summon and/or the activation of a spell or trap, but at the cost of half of the player's LP) (as chain link 3 to negate Destruction Jammer's effect). Their opponent decides not to reply to Solemn Judgement, thus the chain is resolved starting with the highest chain link, which achieves this result:

  1. Solemn Judgement is activated: the player pays half of their LP, and the effect of destruction jammer is negated.
  2. Destruction Jammer should have been resolved and negate the effect of Raigeki, but Solemn Judgement prevents the effect from resolving.
  3. Raigeki is then able to resolve successfully, and all of the opponent's monsters are destroyed.

A chain can only be created when a card or effect is activated. Summoning or tributing a monster, changing position or paying a cost do not represent valid effects. Thus, it is not possible to reply to a chain with these effects.