Gameplay Rules

This game follows the standard rules for Yu-Gi-Oh! except for the following changes:

**Main Rules**

**1) Damage Gates**
• Each player begins the Duel with a 1000 Damage Gate and 5000 LP. While a player has an active Damage Gate, it takes all damage from an opponent's attacks and effects *(this still counts as damage being inflicted, also, players still lose LP from their own card costs and effects)*. At the start of a player's turn, if the total amount of damage their active Damage Gate received since the start of their last turn equals or exceeds its value, it is broken and deactivated. *(Casual duels can optionally remove the Damage Gates for faster duels or add a 2000 Damage Gate for slower duels.)*

**2) Focused Field**
• Each player has 3 Monster Zones and 3 Spell & Trap Zones.

**3) Adaptive Draw**
• Each player draws 3 cards during their Draw Phase, then if they drew at least 2 cards, they return 1 card from their hand to the bottom of their deck *(card effects that check cards drawn apply after the card is returned)*. The player who goes first returns 2 cards instead of 1.

**4) Advanced Tribute Summons**
• You can Tribute Summon/Set multiple times in addition to your 1 Normal Summon/Set per turn.
• Tribute Summoned and Fusion Summoned monsters can be treated as multiple Tributes for new Tribute Summons, adding the number of their previous Tributes or Fusion materials towards the count.
• When you Tribute Summon a monster, if you Tributed 2 or more monsters, you can draw 1 card.

**5) Fusions & Transformations**
• Once per turn, you can Fusion Summon using monsters you control without using Polymerization.
• When performing a Fusion Summon or when a monster Transforms, the materials are placed underneath the new monster. When that monster leaves the field, banish all of its materials except for the materials used to Fusion Summon it *(if it's a Fusion Monster)* or Transform into it *(if it's a Transformation Monster)*, then choose to either also banish those materials or return the Fusion/Transformation Monster to the Fusion/Extra Deck and have those materials leave the field instead.

**6) Non-Effect Power**
• When you Summon or Transform into a LV5 or higher non-effect monster, it is unaffected by opponents' card effects during that turn.

**7) Simultaneous Effects**
• Effects cannot miss their timing. If an effect's condition has been triggered, it can activate after all other active effects have resolved.

**8) Escapes & Redirects**
• Replays do not occur. If a monster is targeted for an attack and then leaves the field, the attack is negated. Also, if a monster you control declares an attack and then a new monster appears on an opponent's field before the Damage Step, that opponent can redirect the attack to their new monster.

**9) Face-up Defense Summons**
• You may Normal Summon or Flip Summon a monster into face-up Defense Position.

**10) Signature Moves**
• Once per turn, during any player's turn, you may return 1 card from your hand to the bottom of your Deck to activate a Signature Spell/Trap from the Extra Deck when it could normally be activated *(non-Quick-Play Spells can only be activated during your Main Phase)*. You cannot do this for the same card more than once per duel.

**Egyptian God Cards**

**Standard Egyptian God Effect**

➊ Requires 3 Tributes to Normal Summon (cannot be Normal Set).
➋ This card’s Normal Summon and continuous effects cannot be negated.
➌ Players cannot activate non-DIVINE effects in response to this card's Normal Summon.
➍ Control of this face-up card cannot switch except by its own effect.
➎ This face-up card on the field cannot be Tributed by an opponent, cannot be removed from the field by Spells that target, cannot be removed from the field by Traps or non-DIVINE monster effects, and other card effects affecting it only last until the end of the turn.
➏ (1/Turn) During the End Phase, if this card was Special Summoned: Send it to the GY.

**Optional Format Additions:**

**Terrain Rules** *(optional addition inspired by Duelist Kingdom)*

Terrain cards are an optional addition to the game. At the start of the duel, each player can select or randomly select 3 terrain cards and place them face-down in each of their Monster Zones. When the duel begins, each player flips their terrain cards face-up. Monsters are Summoned/Set as normal, but placed on top of the terrain cards. If a monster's type matches a type listed on the terrain it is on, it gets the listed bonuses. Terrain cards do not act as other card types, so they can only be changed or destroyed by effects that specifically reference "terrain".

**Deck Master Rules** *(optional addition inspired by Virtual World)*

Deck Masters are an optional addition to the game. At the start of the duel, each player selects 1 Normal Monster or Effect Monster from their Main Deck and places it face-down in their Special Zone. When the duel begins, each player flips their Deck Masters face-up. Deck Masters in your Special Zone are not considered to be on your field, so they cannot be targeted or removed from the Special Zone by other cards, though their effects can be negated. You cannot active their effects or Summon them except by the methods listed further below.

At the following times, place the listed number of Command Counters on your Deck Master in your Special Zone:

• 2 Command Counters (max. 12): Once per turn, during your Standby Phase.

• 1 Command Counter (max. 12): When a monster you control is destroyed by an opponent's card.

• 1 Command Counter (max. 12): When you (or your Damage Gate) take LP damage by an opponent's card.

As a Quick Effect, you can perform the following with your Deck Master in your Special Zone:

• [Remove 4 Command Counters from this card, then choose one of this card's effects] This turn, you can activate that effect as if this card was face-up on your field. If the chosen effect is a Continuous Effect, it is active until the end of the turn.

• (3/Duel, 1/Turn) If this card can be Special Summoned: [Remove Command Counters from this card equal to its Level] Special Summon it.

When your Deck Master leaves the field, return it to your Special Zone. If your Deck Master Transforms or becomes material for another card, when it leaves the field, you can banish it and place the new monster in your Special Zone.