
Normal Monsters
Monsters with no effect: they fight with their ATK and DEF. Dark Magician, Yugi's favourite card, is a Level 7 Normal Monster with 2500 ATK.
Learn to play
Everything you need to play: how a turn works, what every kind of card does, how to build a deck, which cards to look for and which ones collectors chase. Watch the guide video first, then read on.
The guide video plays here.
Both duelists start with 8000 Life Points. Attacks that get through and card effects take them away. The first to reach 0 loses.
A duelist who has to draw a card with no cards left in their Main Deck loses the duel.
A few cards win on their own. The most famous: hold all five pieces of Exodia the Forbidden One in your hand.
Draw one card.
Some cards ask for a cost or do something here.
Each of your Attack Position monsters may attack once.
The same as Main 1, if you did not Normal Summon yet.
“During the End Phase” effects happen. Discard down to six cards.
Every monster shows the same things in the same places. Here is Blue-Eyes White Dragon, the legendary dragon from the very first English set, Legend of Blue Eyes White Dragon (2002).


Monsters with no effect: they fight with their ATK and DEF. Dark Magician, Yugi's favourite card, is a Level 7 Normal Monster with 2500 ATK.

Monsters with something extra in the text box: an effect when they're Summoned, when they're flipped face-up (FLIP), when they destroy a monster, or one you can use once per turn. Kuriboh saves you from a big hit.

Played from your hand in your Main Phase. Normal Spells work once (Pot of Greed draws 2 cards), Equip Spells stay on a monster, Field and Continuous Spells stay on the field, and Quick-Play Spells can also be Set and used on the other player's turn.

Set face-down first, then sprung later, from the next turn on, often on the other player's turn. Mirror Force waits for the other player to attack, then destroys all of their Attack Position monsters.

Polymerization fuses the monsters named on a Fusion Monster into it. A Ritual Monster needs its Ritual Spell plus Tributes whose Levels add up to its Level.

Extra Deck monsters you make from monsters already on your field, with no Spell needed. Stardust Dragon is a Synchro Monster: a Tuner plus other monsters whose Levels add up to 8.
In your Battle Phase each of your Attack Position monsters can attack once. The player who goes first can't attack on the very first turn. If the other player has no monsters, you attack them directly and they lose Life Points equal to your monster's ATK.
The lower one is destroyed, and its player loses the difference. A tie destroys both, with no damage.
If your ATK is higher, the defender is destroyed but nobody loses Life Points. If it's lower, nothing is destroyed and you lose the difference.
It's flipped face-up when attacked, then the fight happens. Its FLIP effect goes off too.
Some monsters deal the difference as damage even when they beat a Defense Position monster.
When you declare an attack, the other player can spring a Trap: negate it, destroy your attacker, or more.
Equip Spells, Quick-Play Spells and monster effects that change ATK and DEF turn battles around.
Next to your Main Deck sits an Extra Deck of up to 15 monsters. They're never drawn: you Summon them by using monsters you already have as materials.

Needs a Fusion Spell such as Polymerization and the materials it names, from your hand or field. Three Blue-Eyes White Dragon make Blue-Eyes Ultimate Dragon, 4500 ATK.

One Tuner monster plus non-Tuners on your field, with Levels adding up exactly to the Synchro Monster's Level.

Two or more monsters of the same Level, stacked under it as materials. It has a Rank, not a Level, and often detaches a material to use its effect. Utopia takes two Level 4s.

Monsters on your field sent to the GY as materials, as many as its Link Rating. Link Monsters have no DEF and are always in Attack Position.
A Main Deck is 40 to 60 cards (40 is best: you draw your best cards more often), with no more than three of any card. A good starting shape:
Mostly Level 4 or lower so you can Summon them for free, with a few Level 5–6 and one or two big Level 7–8 bosses.
Removal (Raigeki, Dark Hole), monsters back (Monster Reborn), cards that draw or search, and Equip Spells.
Answers to attacks (Mirror Force, Sakuretsu Armor) and to Summons (Trap Hole).
Over twenty years of sets have made some cards legends. A few (they can turn up in Play Packs from sets that print them, just rarely):
Blue-Eyes White DragonLegend of Blue Eyes White Dragon, 2002, Ultra RareKaiba's dragon, 3000 ATK. First-edition copies are among the most valuable cards in the game.
Dark MagicianLegend of Blue Eyes White Dragon, 2002, Ultra RareYugi's signature monster, reprinted again and again with new art.
Exodia the Forbidden OneLegend of Blue Eyes White Dragon, 2002, Ultra RareHold its head and all four limbs in your hand and you win the duel on the spot.
Red-Eyes Black DragonLegend of Blue Eyes White Dragon, 2002, Ultra RareJoey's dragon, and the start of a whole family of Red-Eyes cards.
Pot of GreedLegend of Blue Eyes White Dragon, 2002, RareDraw 2 cards for nothing. So strong it has been Forbidden for years.
Stardust DragonThe Duelist Genesis, 2008, Ultra and Ultimate RareThe face of the Synchro era and Yusei's ace.
Number 39: UtopiaGeneration Force, 2011, Ultra RareThe first Xyz ace: two Level 4s and it stops attacks.
Ash Blossom & Joyous SpringMaximum Crisis, 2017, Secret RareThe hand trap almost every modern deck plays.
Collector prices change all the time and depend on edition and condition. Play Packs are just for fun: your PlayBinder cards aren't real cards and can't be sold.
The Arena plays the real game: 8000 Life Points, a 40-card Main Deck (three copies at most, one of a few classic cards like Pot of Greed and Raigeki) and an Extra Deck, a 5-card opening hand, no draw for the player who goes first and no attacks on the very first turn, one Normal Summon or Set a turn with Tributes for Level 5 and up, Flip Summons and position changes, five Monster Zones and five Spell & Trap Zones, battle between Attack and Defense Position monsters, direct attacks, and a 6-card hand limit at the end of the turn. Fusion, Ritual, Synchro, Xyz and Link Summons all work, with the materials picked for you.
The most common card texts work too: destroy, banish, return to the hand or Deck, draw, search the Deck, damage and Life Points, ATK and DEF changes, battle positions, Special Summons from the hand, Deck or GY, Tokens, Equip Spells, "all monsters gain" Fields and Continuous cards, negating an attack, piercing and direct attacks, and monster effects on Summon, FLIP, battle, the Standby Phase and "once per turn". Traps and Set Quick-Play Spells can answer an attack or a Summon. Card text the Arena can't play yet is still shown on the card: such Spells and Traps can't go in a practice deck, and such monsters play with their ATK and DEF. Answers happen straight away (there are no chains), so hand traps and Counter Traps against Spells aren't played yet.