1 Life Points to Zero
Each duelist starts at 8000 Life Points (LP). Attack with monsters and chip in with effect damage until your opponent hits 0 or less — they lose the moment it happens.
A friendly, complete walkthrough of the Yu-Gi-Oh! Trading Card Game — from what goes in your Deck to declaring the winning attack. Perfect for first-time duelists pulling up a chair at the shop table. It's time to duel!
Two duelists face off, each with their own Deck of monsters, Spells, and Traps. Summon your best, set your surprises, and drop your opponent's Life Points to zero before they return the favor.
Each duelist starts at 8000 Life Points (LP). Attack with monsters and chip in with effect damage until your opponent hits 0 or less — they lose the moment it happens.
If a duelist has to draw a card and their Deck is empty, they lose the duel immediately — no card to draw means no more turns.
A handful of cards print their own victory condition — most famously Exodia. When you meet it, the duel ends on the spot, no matter the Life Points.
A legal Main Deck runs 40 to 60 cards — most duelists stay at 40 for consistency — plus an Extra Deck of up to 15 special monsters. Card frames are color-coded, so you can tell what you're holding at a glance.
Both duelists set up at the same time.
Shuffle your Main Deck and draw an opening hand of 5 cards. There are no mulligans in Yu-Gi-Oh! — the hand you draw is the hand you play.
Both duelists start at 8000 LP. Track them with a calculator, an app, or pen and paper — totals swing fast once the attacks start flying.
The official opener! The winner chooses who takes the first turn. Going first is strong, but that duelist skips their first draw and gets no Battle Phase on turn one.
Monsters go in the row nearest the middle of the table; Spells & Traps line up in the row behind them. Your Deck, Graveyard, and Extra Deck each get a corner — turn one begins.
Every turn moves through the same six phases, always in order. Your single Normal Summon can happen in either Main Phase — everything else slots in around it.
Draw exactly one card from your Deck. (The duelist going first skips this on turn one.)
A short pause where "during your Standby Phase" effects trigger or costs come due. Most turns: nothing.
Normal Summon or Set one monster, activate Spells, Set Traps, and switch your monsters' battle positions.
Each of your Attack Position monsters can attack once. Skipped entirely on the duel's very first turn.
Everything Main Phase 1 allows — great for Setting the Traps you drew, or your Normal Summon if you saved it.
"During the End Phase" effects resolve, and you discard down to 6 cards if your hand is over. Your opponent is up.
Every attack follows the same quick rhythm — then the ATK and DEF numbers settle it.
You announce the Battle Phase. Both duelists get a window to act before any attack is declared.
Pick one Attack Position monster and a target: an opposing monster — or the duelist directly if their field is empty.
The declared attack is open to responses — Traps, Quick-Play Spells, and Quick Effects can chain before damage.
Damage calculation! Compare ATK to the target's ATK or DEF; losing monsters are destroyed and sent to the Graveyard.
Each monster attacks once per turn. When you're out of attacks, the Battle Phase closes into Main Phase 2.
Direct Attack — with no monsters in the way, the full ATK comes straight out of your opponent's Life Points.
ATK vs ATK — the lower-ATK monster is destroyed, and the difference is dealt to its controller's LP.
ATK vs DEF — beat the DEF to destroy the monster (no LP damage) — fall short, and you take the difference instead.
Cards and effects don't resolve the instant they're activated — they stack into a Chain. Each response becomes the next Chain Link on top, and once both duelists stop adding, the whole thing resolves backwards: last in, first out. It's how a well-timed Trap can shut down the very card that triggered it.
Speed matters, too: Traps, Quick-Play Spells, and Quick Effects (Spell Speed 2) can respond to almost anything, while Counter Traps (Spell Speed 3) are the only cards fast enough to answer one another. Normal Spells and most monster effects (Spell Speed 1) can start a Chain, but never join one.
These terms show up across nearly every Deck — learn them once and you can read whatever your opponent plays.
| Term | What It Means |
|---|---|
| Tribute | Sending your own monster(s) to the Graveyard to pay for something. Level 5–6 monsters need one Tribute to Normal Summon; Level 7 and up need two. |
| Piercing | When this monster attacks a Defense Position monster, the difference between its ATK and their DEF still hits your opponent's LP. |
| Flip | A face-down monster turned face-up — by attack, card effect, or Flip Summon. FLIP effects trigger the moment it happens. |
| Quick Effect | A monster effect fast enough to activate on either duelist's turn — even in the middle of a Chain. |
| Banish | Removed from play entirely instead of going to the Graveyard — far fewer cards can bring a banished card back. |
| Negate | Cancels a card, effect, or attack outright. A negated Spell fizzles; a negated summon never happened. |
Keep any one of these in sight and you're playing to win the duel.
Reduce your opponent's 8000 LP to 0 — battle damage, effect damage, it all counts.
Force your opponent to draw from an empty Deck, and they lose on the spot.
Gather all five pieces of Exodia the Forbidden One in hand and win instantly — a few other cards print their own win conditions too.
Ready to duel? Bring this guide to Games Mothership — we'll get you a starter deck and a seat at the table.
Guide built for Games Mothership · Yu-Gi-Oh! TCG rules summarized from official Konami resources. Yu-Gi-Oh! is a trademark of Konami Digital Entertainment — used here for educational reference only.