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 the basics :)

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Ghost Nappa
Lich lord
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Posts : 332
Join date : 2010-06-08
Age : 28
Location : uk

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PostSubject: the basics :)   Sat Jun 26, 2010 7:33 pm

ok so im not quite finished with typing it up so i will edit as i do it lol, but here are a few of the basics of playing the game

enjoy Very Happy did have pics but wouldnt let me c&p them, will update soon Smile

First up spell, trap and monster, all cards are split into these three groups

Monster: these are also split into groups they are:
Normal: Normal monsters have no effect so there isn’t much you need to learn from here, they may not have an effect but don’t count them out.

Effect: effect monsters come in all shapes and sizes, these effects can either help you or hinder you. These monsters can affect how games play and their effects can be the backbone of decks. These are also split up into other effect monster such as tuners(used to summon syncro monsters(see syncro)), Gemini monster, where they have to be summoned again to gain their effect, otherwise they are treated as normal monsters.

Ritual: these can only be summoned with the correct spell cards and sending the monsters with the correct amount of stars(level) this can exceed the amount as long as the amount is more than the level of the monster you are trying to summon ; these can be game winning cards when used right. They too carry different effects much like effect monsters but they are more difficult to summon, but in most cases it’s worth the effort. They are also played in the deck as well.,_King_of_Armageddon

Fusion: these cards can only be summoned with the appropriate monsters and the spell card polymerization. These are located in the extra deck. There are also a lot of strategies to these cards as they also have their own effects which can also be game winning, a lot of decks tend to be based on these cards as they are harder to summon, they tend to have better effects. There are also other specific cards that can summon these for example miracle fusion, but the fundamental spell is polymerization. There are also other fusion types who can be special summoned by just having the monsters needed on the field, this is called contact fusion, mainly used by gladiator beasts, xyz and neos monsters

Synchro: synchro monsters are also located in the extra deck with the fusion monsters, these can only be summoned by sending monsters equal to the number of stars, note they have to equal the level of the monster you are trying to summon, unlike ritual where it can exceed the level, syncro monsters HAVE to be equal. Also they need have a tuner monster to be counted in the summon, the tuners level will also count to the stars making up the syncros level. These are easy to splash in any deck as tuners are also easy to splash.

If a monster is level 4 or lower they can be normal summoned, this can only happen once per turn unless a card says otherwise. If a monster is level 5-6 it requires a tribute being one monster, if a monster is level 7 or higher it requires two tributes(these are monsters you have on the field). Some monsters, spell cards and traps will allow you to special summon monsters, this can happen as many times in a turn as you can.

On to the Spell cards,
Spell cards can be put into 5 groups
Normal: normal spell cards can be played on the turn you draw them, you play as many spell cards as you have in your hand, you can also set spell cards but they cannot be activated on your opponents turn.

Field spell: field spells go into the field spell zone, these spells effect the field being yours and your opponent’s monsters, there can only be one field spell on the field.

Continuous spells: these spells have a continuous effect and will stay on the field until either destroyed or the effect runs out (via effect of the card). These will generally be used to help the player using them, and some of them help to stall the game and hinder opponents.

Equipped spell cards: these cards are like continuous spell card because they stay face up on the field, but unlike continuous spell cards, equipped spells only affect the monster it is equipped with.
You can equip a monster with as many equipped spells in one turn but they will fill up the 5 spaces.

Quick play spells: these spells can be played on your turn and can be activated on your opponents turn also, the only way you can activate on your opponents turn is to set(play facedown) on your turn as you are unable to activate them from your hand on the opponents turn. These cards can help turn the tide in the duel and can cause a lot of problems for your opponent.

Onto traps
Traps can be put into three groups
Normal: to activate normal traps you have to set them first, they cannot be activated the turn they are set. Trap card however can be activated on your opponents turn after being set.

Continuous traps: these can only be activated only after it has been set, they also can be activated on your opponents turn, but they will stay face up on the field until the effect states or they are destroyed, a lot of them are there to hinder the opponent.

Counter traps: they are the same as normal traps, but they are faster in the chain when it comes to activating effects. (this will all be covered in the spell speeds section which will later be posted Smile)

The traps also go in the spell/trap zone, you will have to be careful when playing these as not to over fill your zones. You can play as many spells and traps in your turn, but obviously you only have room for 5 on the field.

The phases:
Draw phase: this is where you start your turn, and draw your card: when you start the duel you will draw 5 cards to start with, then you will enter your draw phase and draw your 6th card, each turn you draw a card in your draw phase.

Standby phase: this is where some effects that may have previously activated will resolve, this will occur after your draw phase.

Main phase 1: This is the phase you get to conduct your normal summons and set/play spells and traps. You can only normal summon once in a turn.

Battle phase: this is where you conduct battle between your monsters. This is also broken up into other phases.

• Start Step – where you declare you are entering you battle phase, this is where you and your opponent can activate spells and traps.

• Battle Step- where you declare your attack, you cannot activate spells except quick play(from hand/or set the turn b4)

• Damage Step- this is where the damage is calculated, this is also where defence monsters are flipped face up and if they have flip effects they are applied here.

• End Step- this is where all the battles have finished and the turn player declares the battle phase is over. Players can activate effects of traps and quick play spells and monster effects.

Main phase 2: this is where you can set spells and traps that you haven’t set in the other main phase, you can also normal summon a monster if you didn’t in the last main phase.

End phase: This is where the effects that happened this turn resolve.

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