Yu - Gi - Oh ! The Duelists of the Roses Gameplay Gameplay . In the intro , Simon McMooran states that the dueling rules differ from the ones that are in the present time and that they are under the " Perfect Rule . " The main focus of the Perfect Rule is the deck leader system . Any deck you build needs to be assigned a Deck Leader . Your deck leader is essentially the " avatar " of your deck - as it represents you playing the cards on the field . Like Monster cards , Deck Leaders are allowed one move each turn - allowing it to move one space ( or two , if it has the Increased Movement bonus ) . However , unlike monsters , your deck leader can never order an attack . Each turn you are also allowed to play one card within a surrounding tile of your deck leader - provided there is no enemy units occupying the tile . Also , just like the Deck Leader representing you playing the cards , it also represents you when you take a direct hit - any hit on the deck leader will LP damage to you as if it was a direct hit . This also means it is possible to be hit directly even if you have monster cards out on the field . Deck Leaders can be any monster card you have obtained , that has been levelled at least once with the ranking system . If you have ranked up a card that can not be obtained , it will retain its abilities , but can not be used as the deck leader . There are a total of 12 ranks for deck leaders - as they rank up , they gain leader abilities . Leader abilities change depending on the type of monster cards , and are often used to compliment the type of monster . Stronger monster types such as dragons gain the ability to reduce the summoning cost of their own high powered , high levelled monsters , whereas weaker decks such as the low powered fairy deck relies on a much stronger set of abilities that harm enemy creatures whilst buffing and protecting their own . In addition to these abilities , there are also hidden abilities which are important in the game such as the hidden card find , and extra slots in the slot machine , however these abilities are not listed and have no effect on duels themselves . Card Movement . This perfect rule involves several changes , the biggest being the addition of a 7x7 grid of tiles for each play field , as opposed to the standard 5 slots for monster cards and 5 slots for spells / traps - however the rule is carried over that only 5 of your monsters and up to 5 of your spell / trap cards can be present on the field at any given time . Each duelists ' deck leaders start out on opposing sides , and as well as cards that are played themselves , are only allowed one move per turn . This move can either involve flipping the card face up ( if not already flipped ) , changing its position to attack / defense , or physically moving to another tile - either a tile adjacent to its current space . Cards are unable to change position ( atk / def ) and move a tile in the same turn , however cards can be flipped face up manually prior to moving , as part of its move . If the monster ( including deckleader ) has a movespeed advantage ( via terrain or effect ) , can move up to two units away from its current position . This allows movement to a diagonal tile in one turn , or simply moving two units horizontal / vertically . No monsters can ever move more than two tiles per turn . Terrain . The terrain affect the game by giving advantage to some and harming others as the ATK and DEF and the number of movements ( when face up ) . The field types are : Normal : no change occurs at all ; Meadow : advantage for Warrior and Beast - Warrior type monsters , disadvantage for Spellcaster and impairs type monsters ; Forest : advantage for Plant , Beast , Beast - Warrior , Insect and Pyro type monsters , also affects Demon type monsters ; Wasteland : advantage for Rock , Dinosaur , Zombie and Machine type monsters , disadvantage for Aqua , Plant , Sea Serpent and Fish type monster ; Mountain : advantage for Fairy , Dragon , Thunder , and Winged Beast type monsters , disadvantage for Zombie type monsters ; Sea : advantage for Aqua , Thunder , Fish , and Sea Serpent type monster , disadvantage for Pyro and Machine type monsters ; Dark : advantage for Spellcaster , Demon , and Zombie type monsters , disadvantage for Fairy type monsters ; Toon : All the monsters are at a disadvantage except those that indicate its sole discretion to be privileged in this field ; Crush : Only Immortal monsters have an advantage in this field , the non - immortal with 1500 or more ATK is destroyed when they pass through this land . Labyrinth : Units can not access this terrain unless it has an effect which permits and entry in this field ( ie : Labyrinth Tank , Wall Shadow ) , nor can a card be played on Labyrinth terrain . You can , however , attack these cards on Labyrinth terrain - however if you destroy the monster on the Labyrinth terrain , your monster will be returned to the last tile it was on before attacking on the labyrinth The Reptile type is the only one to not have an advantage or a disadvantage in any field ( with the exception of Toon Terrain , which deficits any non - supported card ) Deck Cost . Each card has a Deck Cost which can be used to indicate the overall power of the card . Your deck ' s Deck Cost ( DC ) is the total of all forty cards in your deck , not including the deck leader . During the Campaign Mode , you cannot duel someone if you have a higher total Deck Cost than your opponent . This was put into the game to prevent players from completely dominating their opponent , however Deck Cost can not accurately represent the power of a deck ; only give a general indication of how many powerful or weaker cards it contains - this is more apparent when fighting enemies that have deck costs of over a thousand . Monsters follow a general rule of thumb when it comes to deck cost - Attack + Defense x 0 . 01 . For instance ; Red - Eyes B . Dragon has an attack of 2400 and a defense of 2000 ; a total of 4400 points , which when multiplied by 0 . 01 give the card its deck cost . All monsters are intended to have this exact equation with the exception of a few cards ( that were presumably mistakes ) . If the card has an effect , regardless of the effect ; 5 deck cost is added on to the monster . This allows you to save deck cost points by adding weak monsters with strong effects to your deck . Immortal - type monsters appear to be an exception to the normal formula , as they each have 10 added to what their DC would be with the standard equation . This is likely to balance their innate power compared to normal monsters . Spells and traps are more arbitrary asthey do not follow any strict rules , but are generally tiered in terms of power . For instance ; all basic equip cards are 10 deck cost ( some such as Megamorph and Invigoration being 15 perhaps due to balance reasons ) , all terrain cards are 30 deck cost , and the most powerful spells are tiered at 40 deck cost ( Tremendous Fire ; Solomon ' s Lawbook ) , 50 deck cost ( Monster Reborn , Dragon Capture Jar , Copycat ) , 60 deck cost ( Graverobber , Magic Drain ) , and 80 deck cost ( Royal Decree , Mirror Force , Just Desserts ) , with the two highest deck cost cards in the game ( Riryoku and Mirror Force ) capping at 99 deck cost . On the contrary , cards with niche effects such as Cursebreaker ( which can be used for either harm or good ) or cards that are only situationally useful such as Monster Recovery or Call Of The Haunted , usually have very low deck costs , as unlike more powerful cards , they are not useful in every situation . These cards ( especially Cursebreaker ; which is a very good counter to most enemies in the game ) are a fantastic way to keep deck costs low to fight weaker opponents , or allow you to also add stronger monsters to your deck without inflating the deck cost too much . The quickest , most simple way to reduce deck cost is to omit your stronger monsters and replace them with copies of Fake Trap ( due to them being common ) - or any low deck cost card you have thats more useful - temporarily . All Ritual cards are 5 deck cost . Destiny Draw . A Destiny Draw may occur while Dueling , when a player is in a poor situation regarding cards and Life Points . They are then given a powerful card , that is not included in their Deck . This includes , but is not limited to ; Raigeki , Mirror Force , Dian Keto the Cure Master , as well as others including Woodland Sprite and Arsenal Bug . Due to the nature of these cards effects , the Destiny Draw system will attempt to give you the most helpful card at the given time - ie ; giving you an arsenal bug when your deck leader is an insect , or giving you Dian Keto The Cure Master when on critically low life points . Your deck leader ' s rank also effects the Destiny Draw system , as the higher your rank is , the more likely you are to be given a destiny draw at any time . 3D Monsters . The Duelists of the Roses shows the monster itself hovering above the card when it is face up on the field . When monster battles are set to " Display " in the options menu ( which you can bring up at any time during a Duel ) when two monsters come into contact the screen switches to a detailed arena representing the current field terrain with the two monsters on either side of the arena . After a few moments the two monsters battle and the winner then roars or dances its approval over the victory of the battle . Passwords . Players may obtain secret passwords through Kaiba ' s Chain Pieces found at the end of each story mode side . These passwords may be entered through the deck construction menu . The monsters / traps / spells unlocked by the passwords are usually very powerful and can be used strategically . Other passwords can be found when you clear the story of Yu - Gi - Oh ! Forbidden Memories for the PS1 .