Beginner's Guide to Yugioh
Yugioh is game that has been played for a very long time. It's a game that has given great memories to people from a sizable age group and continues to do so. From it's beginnings to it's current state, the game has evolved and advanced, time and time again.
It's great to see a game continually evolve to see how far it can go but unfortunately it can be quite overwhelming to get into or get back into because of this.
Hopefully this guide can clear things up and help you out. For beginners all the way to the best, I believe this guide can help everyone. Also there is sometime nice at the bottom for even the best Yu-gi-oh players but you can skip to whichever section helps you the most.
This guide will be updated because no one, no even Mr.Quality knows everything about Yugioh because it's constantly updating. Don't feel bad and keep trying till you get things right. Take a break if you need to time to time.
Basics
The goal of Yugioh is to win using the strategy your deck does best or the strategy you may become forced to use due to a powerful opponent.
There are multiple win conditions but the most common is to decrease your opponent's life points to zero. You initially start with 8000 life points in Master Duel.
In order to decrease your opponent's life points you usually summon Monsters which all have a select number of attack points and defense points and attack your opponent's monsters or if they don't have any monsters on the field; the player themselves (not physically). Certain monsters also have effects that can do a whole bunch of things; they can even lower your opponent's life points when they are activated and resolved.
Deck Building
All Main Decks must consist of 40 to 60 cards, with no more than 3 cards of the same name, but you usually want not 41 cards, not 53 cards, but rather either 40 cards or either 60 cards in your deck for consistency.
Most people will want 40 cards. You can use a combination of spells/traps and monsters to suit whichever playstyle you wish.
40
60
Extra Deck
All Extra Decks can consist of 0-15 cards with no more than 3 cards of the same name. You not need to use an extra deck but most people like using an extra deck and putting 15 extra deck monsters they like for variety.
Your opponent can use the amount of extra deck cards you have against you but it is difficult for them to do and rare when they successfully do it.
15
Limited and Forbidden
Both the Main Deck and Extra Deck must not consist of more 3 cards with the same name and must also not consist of more than the current limited number of amount placed on certain cards.
Some cards can also just not be used and they are Forbidden due to their usually tremendous power.
Summoning and Special Summoning
Monsters and Monster Zones
There are 5 main monsters zone to summon/set up to 5 monsters in them as well 2 extra monster Zones that were added. (We will go into extra monster zones later)
Placing a card face-down means the same the thing as setting it. You can only set monsters face down in defense position.
You can only normal summon or set 1 monster per turn to a main monster zone if it is not an extra deck monster. You can Special Summon any number of monsters if the monsters conditions for special summoning it are met, unless there is an effect stopping it on the field. You can add the amount of times you can normal summon as well.
Attacking
You can only attack with the monsters on your field in attack position (unless explicitly stated) and must attack monsters on your opponent's field (unless explicitly stated) before being able to attack your opponent directly. You must declare that you are go into your battle phase before battling/attacking. The player who went first cannot attack or go into the battle phase on the first turn of the duel.
Once you choose to attack an opponent's monster their monster will flipped up, if it is set, to confirm it's attack and defense points.
If you attack an opponent's monster with more defense than your attack you will lose life points however your monster will not be destroyed (unless explicitly stated).
If you attack an opponent's monster who is in attack position who has less attack than your monster; your opponent's monster will be destroyed and sent to your opponent's graveyard (unless explicitly stated) and they will lose life points equal to the difference between your monster's attack points and theirs.
In this example La Jinn has 1800 attack points while Hayabusa Knight has 1000 attack points.
La Jinn will destroy Hayabusa and deal 800 life points of damage.
In this example La Jinn has 1800 attack points and is attacking a monster in defense position.
You know a monster is in defense position when it is horizontal instead of vertical like La Jinn.
Guardragon Justicia has 2100 defense points, La Jinn cannot destroy it and you will take 300 points of damage (2100-1800 = 300) if you try attacking it.
If your opponent had placed their monster in defense position and your monster had higher attack than that monsters defense points, the opponent's monster will still be destroyed and sent to the graveyard but they will not lose any life points.
For example if you attack your opponents monster who is in Attack position that has 1000 attack with your 1800 attack monster you will deal 800 damage to them and their monster will be destroyed. It is quite logical and you should get a knack for it after doing it a few times.
If you attack your opponent directly you will go to real life jail, however if you attack directly in the card game you will decrease their life points by the number of attack points your monster has. (unless explicitly stated)
Graveyard/Banishment Zones
The graveyard is the place where monsters go when they are destroyed by battle or card effect (usually).
They can also be banished (this is also sometimes called removed from play) and sent to the banishment zone (or sometimes called removed from play zone), if you or your opponent uses an effect that banishes or uses a monster that has an effect that banishes a card.
Spells / Traps
There are 5 Spell/Trap Card Zones to place face down (set) or use face up as well as 1 field spell zone for each player.
You can use spells and traps that can inflict damage upon using and resolving their effects, or use them to destroy your opponent's monster or summon a monster or whole bunch of other things.
Spells can only be used on your turn if there is an open Spell/Trap Zone while Traps can only be used the following turn they are set (Unless explicitly stated). Quick-Play Spells can be used on your turn and if you choose to set them they can also be used the following turn they are set.
Once a spell or trap has been used it goes to the graveyard (unless explicitly stated) unless it is a Continuous Spell or Continuous Trap.
Continuous Spells/Traps are just like they say they can be used Continuously as explicitly their effect says.
Field Spells are basically spell cards with effects that usually help archetypes.
Archetypes are cards that follow a common theme such as blue-eyes, blue-eyes monsters try to summon Blue-Eyes White Dragon. There is a field spell regarding blue-eyes cards but it's not very good. Usually they are pretty strong though.
Main Phase and other Phases
There are 5 or maybe 6 phases in Yugioh but you only really use 1-3 most of the time since 2 are automatic and the end phase isn't really a phase, also you don't always go into your battle phase or Main Phase 2. You can skip some things this section because playing the game will help you understand far easier but this section can clarify some things.
The phases are the Draw Phase, The Standby Phase, The Main Phase, The Battle Phase, The Main Phase 2 and Lastly don't know if it counts but the End Phase.
The Draw Phase and The Standby Phase are automatic for the Turn Player. They are there so your opponent can decide whether they want to play an effect, if they can, after you draw or go into the standby phase.
Every Turn after the 1st players turn, both players will draw a card for themselves during their draw phase. To clarify it's only the turn player who draws not the opponent as well. This means the player going second gets to use an additional card because going first can have very nice advantages but at the same time going second with an additional card can have its advantages as well.
After the Draw Phase, it's the Standby Phase which is automatic and just is there to allow your opponent or maybe even yourself to use effects that can occur.
After the Standby Phase it's the Main Phase where things actually happen. During the Main Phase you do most of your actions like summoning a monster, activating a spell or setting cards.
After the Main Phase you can choose to go into the Battle Phase if you feel like you can do some damage to your opponent.
During the Battle Phase you cannot summon monsters (unless explicitly stated on a monster) or activate spells or traps unless you have a quick-play spell in your hand or a quick-play spell or any trap card that was set for at least 1 prior turn. Your opponent can also activate quick-play spells and any traps that were set the turn before yours.
Mostly the battle phase is about attacking with your monsters and your opponent activating any traps that they can so your monsters cannot attack or worse.
If you went into the battle phase, you can choose to go into the Main Phase 2 which will end your battle phase for the turn. The Main Phase 2 is just like the Main Phase 1 and you can do everything that you could have done during the Main Phase 1 but you cannot go into your Battle Phase again after it.
You must declare your end phase after the Main Phase 2 in 99% of scenarios.
Your end phase is a simple declaration and once you declare it you cannot go back unless your opponent activates certain effects.
Your opponent is given the chance to activate effects once you declare your end phase should they not your turn is ended and all the phases begin again but this time for your opponent.
Updates
All Summoning methods will have a section dedicated to it so you can go to see which one you are unsure of.
The summoning methods added are below:
Ritual Summoning.
Fusion Summoning.
Synchro Summoning.
XYZ Summoning.
Pendulum Summoning.
Link Summoning.
Other updates are:
The possibility to use a Field Spell in addition to the 5 Spell/Trap Zones was added to the game.
The possibility to use 2 Extra Monster Zones was added to the game.
The possibility to use an Extra Deck which includes Pre-Selected Extra Deck Cards was added to the game.
Pendulum Cards as Spells in the Spell/Trap Card zones was added to the game.
I'll go over everything so don't worry too much if you don't understand everything.