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What are the rules of the game king?
Basic rules:

Card set: The card consists of a main card set and an auxiliary card set. At least 40 master cards and at most 80 master cards; The auxiliary card group has 15 card, and the additional card group has 15 card. The main deck is used in wartime; The secondary card is between two games. If you think the primary card set is not strong enough for your opponent, exchange one-on-one with some cards in the primary card set.

Restricted cards, quasi-restricted cards and forbidden cards: the combination of cards should follow these laws. The restriction is that only 1 card can be placed in each card group (including sub-card groups); There are only two cards in each group of quasi-restricted cards; Forbidden cards are cards that cannot be used. LP deduction rule: when you attack your opponent or your opponent, the broken card should be put into the graveyard. Attacks are divided into attack cards and attack cards. When attacking the card indicated by the attack, the party with low attack power is broken, and the difference of attack power between the two sides is deducted from the loser LP. If the attack power is equal, both sides are broken, but LP is not deducted; When attacking the card indicated by the garrison, if the attacker's attack power is higher than that of the garrison, the garrison card will be sent to the graveyard, but the LP value will not be deducted. If the attacker's attack power is lower than the defender's, the difference will be deducted from the attacker's LP, but the attacking monster card does not need to be sent to the cemetery. The LP deducted in these two cases is called combat damage.

The winning or losing condition: 1, and the opponent's LP has been deducted (4000LP per person).

2. If you have to draw a card, and there is no card to draw, it will be judged negative.

3, because of special effects and decide the outcome.

Introduction to the battlefield:

Dueling process: Before a duel, decide who will start first, usually by tossing a coin. The two sides exchange shuffles and then draw the first five cards from their own decks. The draw order is from the first card on the front.

Round start stage: This stage can start some card effects.

Card drawing stage: you can do it: draw a card. You can launch fast attack magic and trap cards.

Main stage (1): What you can do is: put magic and trap cards on the hands on the field (unlimited number); Put a monster card on the field; Use the magic cards in your hand (unlimited number); Change the expression of monster cards on the field (monster cards with flip effect can start their effects at this time).

Combat stage: all monster cards indicated by the attack choose the attack object or choose to give up the attack; Some effects of monster cards will be activated at this time (magic cards and trap cards can be activated at this stage).

Main stage (2): If the main stage (1) does not summon the monster card normally, you can now summon the monster card normally. You can also use magic, traps and monster card effects. If the monster card has not changed its representation in the main stage (1), it can be changed at this time.

End stage: announce the end of this round, at this time count the hands, if there are more than 6 cards, put the rest into the cemetery. Some card effects can be activated at this stage.

Monster card: generally used as the main force in combat.

Types and characteristics: Monster cards are divided into ordinary monster cards, ritual monster cards, coherent monster cards, fusion monster cards and effect monster cards.

Ordinary monster card: a monster card with light yellow card surface and no additional effect. Among them, those with 4 stars and below can be summoned directly; Those with more than 4 stars should use an appropriate number of monster cards as sacrifices (5 or 6 stars need one, and 7 stars need two).

Ritual monster card: the card face is blue. It is a monster card that can only be summoned after using sacrifice and ritual magic.

Coherent monster card: the card face is white, which is a monster card that can only be summoned after the total level of monsters and monsters except for the adjustment of times is consistent with the coherent monster.

Fusion monster card: the card face is purple, which is a monster card that needs fusion magic to fuse the fusion materials needed to fuse monsters.

Effect monster cards are divided into the following categories:

Opening effect: when this card is opened, the effect changes from overwrite to activation. If the description of the card does not emphasize that it cannot be launched during the combat phase, it can be issued when the other party attacks the card. If the call is already a somersault attack, the effect will not work. If the effect of removing a magic card or an effect monster card is not restricted internally or externally when it is overwritten, it will not work. When using the card of the deceased Su Sheng to make a phone call from the cemetery, the effect could not be achieved because it was stipulated to be opened. Starting effect: When your turn exists in the front of your own court, it can be started, and the starting time has different instructions on each card. Unless otherwise specified, the default main stage is 1, 2.

Permanent effect: On the field, the positive side means to play when the effect exists. Such effect cannot be chained, so there is no concept of speed.

Inducement effect: the effect launched when the conditions such as fighting, giving damage, sending to the graveyard and summoning success (the effect of the card itself) are met, and the effect speed is 1.

Instant inducement effect: Under the condition of meeting the starting conditions, it can be started at the speed of 2 even in the opponent's turn (the effect of other cards), and it can start magic, traps and so on in chain.

Rule effect: it is directly related to the effect of changing the rules of the game.

Special effects monsters: generally, they have become a series of effects, such as comics, souls, alliances and so on.

Summon conditions: monsters that can only be summoned if they meet the conditions or pay a special price.

Detailed explanation of the rules:

Form of expression:

Cover and cover defense indicate that the card covers the field horizontally. You can't equip any magic cards. When attacked by an opponent or sealed by the sword of light, the cards will turn into open defense. When the card of this representation is opened by itself, it must become an open attack representation, that is, "counter-call". However, there are also special cards that can be directly changed from this representation to an open garrison representation.

Opening a garrison is a horizontal flop on the court. This form of expression is the form of shielding, which means that it will be opened when it is attacked by the other party, or when a card such as a protective sword of light is used. Or it was changed by an open attack, indicating that it was affected by some specific effects. You can also change the rollover attack representation to this form.

Flip attack means that the card flips vertically on the court. Only this expression can attack the other side in the combat stage.

Cover attack refers to placing the card vertically and covering the field. This is a special form of expression. Only when the opponent uses special effects will the card represented by the attack become this expression. You can't take part in an attack during the combat phase, and you can't equip a magic card. When you are attacked by the other side, it becomes an open attack.

Summon: The act of summoning cards from a hand, deck, graveyard, etc. Divided into normal calls, reverse calls and special calls.

Usually summoning: Only one summoning can be performed per turn. Monster cards under 4 stars can be directly summoned to play; Monster cards with more than 4 stars should be sacrificed if they are called to fight. Usually, the cards called out can only be cover defense or flop attack.

Reverse call: refers to the monster card changing from cover and guard to attack in its main stage. In the same round, there is no limit to the number of times you make this call. The effect of opening the effect monster card is launched at this time. It should be noted that you cannot call in the main stage (1) and then call back in the main stage (2). Because reverse summoning also belongs to changing the expression form, the monster card just summoned in the main stage (1) can't change the expression form in the same main stage (2), that is, it can't reverse summoning.

Special call: refers to the monster card being called to the hand, deck, graveyard and out-of-game field under the action of magic, trap and effect monster card. In the same round, there is no limit to the number of such bids. If you don't specify the form, you have to turn it over to show your face.

Special summoning is also subdivided into the following four types:

Summon ritual monster card: ritual monster card is a special monster card. To summon this kind of cards, you need to collect the strange ritual cards and the corresponding ritual cards, then use the strange cards that meet the requirements of the ritual cards in your own field or hand as sacrifices, and finally summon the players with the corresponding ritual cards. Sacrifice can be one in the field and one in the hand. When summoning the ritual monster card, the sacrifice is only provided when the ritual effect is cleared, so if the ritual is invalid, there is no need to pay the sacrifice.

Summon the Fusion Monster Card: The Fusion Monster Card is also a special monster card. First of all, this kind of card is not included in the main card group or the auxiliary card group. First of all, it must be placed in the special grid of the auxiliary card group, and the number is unlimited. The method of summoning is to collect all the fused materials in your hands or on the field, use the magic card to "fuse" and send the fused materials to the cemetery, and then you can summon the corresponding fused monster card. The fused materials are sent to the cemetery when the fused card is cleared, so if the fusion fails, there is no need to send the materials to the cemetery. When merging, it is not necessary to use several specific monster cards written on the fused monster card as sacrifices, and one of them can be replaced by a fused substitute.

Limitations of fusion substitution: the function of fusion substitution is to replace a fusion material card. However, only one substitute can be used in one fusion, and the other one or two must be formal fusion materials.

Effect call: refers to the effect of a specific magic trap card or effect monster card, which makes the monster card of a hand, deck or graveyard playable.

Su Sheng call: In fact, this call is included in the effect call, and it is only decomposed at special times. This refers to returning the monster cards in the graveyard to the field through the effects of specific magic trap cards and effect monster cards. This particular call should follow Su Sheng's restrictions:

1. A monster card that needs to be summoned under special circumstances cannot be revived if it directly enters the graveyard from the hand or deck without being summoned under normal circumstances; Those who enter the cemetery after normal conditions can be resurrected. (Conditional summoning monsters includes fusion monsters and ritual monsters)

2. Some conditions summon monsters. When special summoning is carried out under the condition of 1, the summoning conditions must be met. If there is no cartoon world on the field, even if the cartoon monster card in the cemetery has been summoned from the normal state and destroyed, it cannot be resurrected.

Note that a few cards are limited by the effect, even if they are successfully summoned, they cannot be specially summoned from the cemetery, while some cards can be specially summoned from the cemetery but must be summoned with the specified effect.

* Areas not belonging to duel field:

Exclusion area: the area where exclusion cards are placed, which is a conceptual area. The cards in the exclusion zone are placed according to the exclusion effect and can be mutually confirmed.

Types and uses of cards:

1 monster card

Attribute: The monster card is endowed with eight attributes: light, darkness, earth, wind, water, fire, ghost and god. The effects of some cards will have an impact on cards with specific attributes. However, there is no case where attribute mutual exclusion affects the result of fighting between monsters.

Race: Monster Card is divided into 22 races: dragon, demon, machine, magician, angel, thunder, immortality, insect, water, warrior, dinosaur, inflammation, beast warrior, rock, reptile, beast, fish, plant, bird and beast, dragon, psychic force and illusion god. Like attributes, the effects of some cards will have an impact on the cards of a specific race, but there is no case where the result of fighting between monsters is affected by racial confrontation.

Intelligence of monster card: Usually, this column is a description of the monster when it is a monster, and this column is an explanation of the monster's special abilities when it is an effect monster. When mixing monsters, this column also indicates the mixed materials of the mixed monsters. Ritual monsters are marked with corresponding ceremonies.

Magic card

A card with a green card face. Magic cards usually include the following information:

Card type: magic cards are unified as "magic"

Effect sign: indicates the type of magic card, as described below. Without this symbol, it means "ordinary magic" effect description: descriptive words that explain this magic effect.

Classification of magic cards:

Usually magic: the speed is 1, and it can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. This magic card will enter the cemetery immediately after use, but there are exceptions.

Equip magic: speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. Once equipped, as long as the conditions written on the card are met, you can continue to equip the target monster card without being destroyed (most equipment magic does not have such conditions). After the magic card is equipped, the effect of the magic trap card cannot be transferred to another monster card without some magic traps. If the card description does not emphasize which monster card it is equipped on, you can choose to equip it on your own or the other's monster card (occupying your own magic trap). When the equipped monster is removed, the equipment card will be sent to the cemetery together.

Terrain magic: speed 1, can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. Terrain magic has an effect on all monster cards turned over on both sides. When the cover is placed on the field, it is placed on the terrain grid and does not occupy the magic trap grid. If either party uses another terrain card when there is one on the field, the original terrain card will be destroyed and replaced with a new one.

Permanent magic: speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. After the launch, as long as the conditions written on the card are met, you can stay on the field and not be destroyed. The effect of permanent cards (and some unconditional permanent cards) will be invalid when the cards leave the field.

Ritual magic: speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. The necessary magic card for the summoning ceremony monster card.

Fast-break magic: speed 2, ready for launch, ready to be used in your hand; You can also put it on the field first, and the cover can't be started in the same round. Cards involved in the transformation of offensive and defensive forces can be launched in the damage calculation stage, thus affecting the combat result.

Trap card

A card with a red face.

Card type: Trap cards are unified as "pieces"

Effect sign: indicates the type of trap card. See the following instructions for details. Without this sign, it means "Common Trap" effect description: descriptive text that explains the effect of this trap.

Classification of trap cards:

Ordinary trap card: speed 2, must be put on the field first, and then start at the beginning of the next round.

Permanent trap card: speed 2, must be put on the field first, and can only be started at the beginning of the next round. After the launch, as long as the conditions written on the card are met, you can stay on the field and not be destroyed. The effect of permanent cards (and some unconditional permanent cards) will be invalid when the cards leave the field.

Counterattack trap card: speed 3, must be put on the field first, and then start when the next round begins to meet the conditions. This kind of trap usually corresponds to an immediate effect.

Forbidden card: Victory Dragon Chaos Emperor Dragon-Final Messenger Kill Snake Black Forest Witch Royal Guardian Chaos Black Magician Electronic Pot Thousand-Eye Sacrifice Executor-Mohoro Divine Magician Submerged Bomber Harle Life Destiny Hero Disc Demon Franken Homo Infected with Virus Fiber Pot Electronic Fisherman-Gunner

Magic guide scientist, spirit, brain, demon, Baxiao, rescue cat nightmare phantom, naughty Gemini demon

The Wangs Temple was taken into custody in a painful choice. The forced soldier seized the pot of strong desire and his heart became lightning. The surviving treasure was brainwashed by dimensional fusion. The dagger of cold wave butterfly-the charity of echo angel. The banshee's feathers were swept away prematurely before the hurricane and could not be buried. The mass accelerator suddenly mutated into the last words of Gongchun pressure.

Palace life and the reversal of the underworld: the death card group destroys the virus, and the sixth sense seals the wheel of destruction.

The last battle! Dragon ball spore ice boundary dragon trident dragon trough

Limit: Elemental Hero Skyman Ernest Chaos Warrior-Pioneer Messenger Sword Fighting Beast Fighting Three-eyed Monster

True Six Warriors-Yanzi Zombie Mothership Dark Armed Dragon Dandelion Lion Technology is a super librarian.

The assassin of the Star Skull Dragon Abyss, the new cosmonaut, the face of the earth mole, and the dragon light gun dragon in the ice world.

Ekzodia of Moon Shadow, Kuroha-Karut Sealing Equation of Right Foot, Right Wrist, Left Foot and Left Wrist

Kuroha-Blast, Apostle of Hades, Gus Horsehead, Ghost, Transfiguration Pot, Lonely Spark from Different Dimensional Burial.

The eternal artillery storm foolishly buried the original seed of the Black Cyclone, Su Sheng, the deceased of the advanced ceremony.

The scapegoat spirit operates the reinforcement book on the moon and obliterates the reinforcement black hole in the pot of greed.

Future fusion's famous reasoning monster door, the temptation of darkness, lifting the restriction of six weapons doors, one-on-one declaration of returning to God from another dimension, divine shield-mirror power, truce agreement, the shield of prophetic light.

Idiot outbreak, mysterious agent Si Er Technology is a commando.

Quasi-restriction: before the card gunner summons the friar, restrict the sacrificial chain of Archangel Christia's destiny hero, demon man Trago Dia, necromancer, Tiger King and Snow Tiger King, and explode the fate card.

The shield of light sealed the sword, the excavation of the sorcerer's stone disturbed the vigilance of the trio, and the falling cave disintegrated the magic tube.

Burying purple cigarettes and marshmallows in rapids, Luminas, summoner of the bright road, restricted the compensation of blood in area B.

Lift the ban: the voice of the living dead