To play Yu-Gi-Oh, you must have a deck. The number of cards in a deck must be greater than or equal to 40 cards and less than or equal to 60 cards. It is usually better to have closer to 40 cards in your deck. Your deck should have a good balance of spells, traps, and monsters. A good ratio is 15-20 monsters, around 9-12 spells, and around 5-8 traps. This ratio is not a requirement and does not need to be followed if you already know about deckbuilding. It actually means nothing in practical play. Most of the monsters should be below Level 4, with only about 1-4 (if any) of the higher levels that can’t be summoned any other way. The spells and trap cards should cover for the weaknesses of your deck, and you should have a handful of each of the following: attack protection, effect negation, summon negation, spell/trap destruction. Of course, these numbers are not absolute and will vary depending on your deck, so use what works for you. Your deck will be more consistent if it focuses around a single central archetype or theme.  An Extra Deck is not necessary for a duel, but is recommended for most decks. Fusion, Synchro, and Xyz monsters are placed in the Extra Deck instead of the Main Deck. You can look through your Extra Deck at any time during the duel, and you can special summon monsters from it during your turn. There is a maximum of 15 cards that can be in the Extra Deck. Your opponent cannot view your Extra Deck, except with an effect. The Side Deck is also limited to 15 cards. It is optional, and is good for matches in tournaments. A match is a set of three duels, in which the player who wins two out of three is the winner. A Side Deck contains cards to be used against specific decks that are common or pose a major threat to your deck, but are too situational to put into your main deck. It is not to be used during a duel, but you can swap cards between it and the main and/or extra deck between the duels in a match. After siding, the number of cards in your Side deck must be the same as what you started with. You can only have three copies of a single card in your Main, Extra, and Side decks combined. Certain cards are banned or limited for use in tournaments, so make sure your deck is legal if you are going to participate in them. To start a duel, find someone else to duel with. Shuffle each other’s decks and decide who goes first. This can be done by playing rock-paper-scissors, flipping a coin, or some other suitable method. The player going first cannot draw or attack. Decks that like to set up a field early or use effects that prevent themselves from battling will find it more advantageous to go first, while decks that need extra hand advantage to start their plays or respond to what the opponent does will prefer to go second. Both players start the game with 8000 Life Points. Place your Extra deck at the left of the bottom row, and your deck at the right, with space for five cards in between. These five spaces will be your Spell/Trap zones. Above your deck and extra deck will be your left and right Pendulum zones. The top row will contain the Field Spell zone (on the left) and the Graveyard (on the right). The five spaces in between these will be your monster zones. The banish zone is usually to the right of the graveyard. Both players draw 5 cards at the beginning of the game as their starting hand. Your hand is revealed to you and not your opponent. They can only look at your hand through a card effect. It is important to keep your opponent from seeing your hand and learning about your strategies. During the End Phase, if you have more than 6 cards in your hand, you must discard until you have 6. You draw a card from your deck at the beginning of your turn, during the Draw Phase. The player who goes first can't draw. Certain effects activate during the Standby Phase. Otherwise, just ignore it. The Main Phase is the most important part of the turn, being the phase in which you will take most of your actions. In this phase, monsters can be summoned, effects can be activated, a monster’s battle position can be manually changed, and spells and traps can be activated or set. You can attack using Attack Position monsters you control during the Battle Phase. Entering the Battle Phase is optional. If you do not enter the Battle Phase, you move on to the End Phase and you do not enter Main Phase 2. The player who goes first cannot conduct the Battle Phase. After Battle Phase, you enter Main Phase 2. In this phase, the same actions as in Main Phase 1 can be performed, except you cannot change the battle position of a card that attacked during the Battle Phase. You cannot enter this phase if you have not entered the Battle Phase. The End Phase is the end of your turn. Certain effects may activate in this phase. After this, it becomes the next player’s turn. Once a player’s Life Points reach zero, they lose the duel. If a player would draw a card but cannot because they have no more cards in their deck, they also lose the duel. Players can also win or lose by card effect.
كوّن لنفسك مجموعة من بطاقات اللعب. ابدأ مبارزة. ضع بطاقاتك في المواضع الصحيحة. اسحب بيدك البادئة. اسحب بطاقة. ادخل مرحلة الاستعداد. انتقل للمرحلة الرئيسية. ابدأ المعركة. ادخل المرحلة الرئيسية الثانية. أنهِ دورك. العبا حتى خسارة أحدكما.