Yu-Gi-Oh! Educator Guide [PDF]

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After-school Leader Guide Improve Math Skills! Reinforce Reading! Teach Strategic Thinking! Encourage Sportsmanship! Have Some Fun!

The Yu-Gi-Oh! TRADING CARD GAME presented in this kit is an opportunity to engage your after-­school group in an educational, interactive way. This leader guide is the starting point to help open your students’ eyes to a world of learning and fun.

Attention After-School Leaders: As you know, it’s one thing to occupy a student, and it’s another thing to engage them. Engagement is where learning happens without children ever even realizing it, because they are hungry to take the next steps themselves. The Yu-Gi-Oh! TRADING CARD GAME is such a way to engage. To the uninitiated, Yu-Gi-Oh! may seem like colorful chaos. But pay attention to what’s happening while all those cards are hitting the table:

• Math skills: The ultimate goal in Yu-Gi-Oh! is to reduce your

opponent from 8000 Life Points (LP) to 0. As players attack back and forth using the numerical values on the cards, they must constantly calculate their remaining health to stay in the game.

WHAT IS YU-­GI-OH!? A card game for two, played worldwide since 1999. Based on the adventures of a young boy with mysterious abilities, it is part of a large family of animated TV and comic book mega-hits.

• Reading skills: Many cards have instructions and situational

conditions that players must comprehend to be competitive. Those who read carefully will be rewarded with the game-changing ability on the card they just drew!

• Strategic thinking: To win a Duel in Yu-Gi-Oh!, players must weigh their options, choose wisely, and plan ahead. Should you improve your defense, or go on the attack? Can you set yourself up for some devastating card combinations before your opponent can interfere?

• Sportsmanship: A proper Yu-Gi-Oh! Duel begins with a handshake and ends with congratulations. A player can be down one moment and dominant the next, so keeping an even keel is essential. Throughout all this, players are learning how to be gracious competitors.

This Yu-Gi-Oh! guide will help you navigate the game and help your students get the most from its potential. This kit includes:

• 75 packs each containing one 20-card Intro Deck. • 75 double-sided posters for each student. One side covers most rules on how to play the game, while the other side contains a dual-sided game mat for two students to Duel with.

• 6 reward card packs each containing 14 cards; enough for each student in the program, or to use as rewards for sportsmanship and improvement.

Don’t worry about understanding every little rule. At its heart, Yu-Gi-Oh! is a straightforward game, and once you get the ball rolling, your students will be teaching themselves and each other. The important thing is that as long as kids are playing and having fun, they’re learning. Your friends at Konami Digital Entertainment, Inc. P.S. The official Yu-Gi-Oh! web site is an excellent resource to learn more about the game, recent news, the variety of cards and card packs available, and strategy tips. Visit www.yugioh-card.com/en/.

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Rules Basics: Understanding a Yu-Gi-Oh! Duel Normally, each player starts with their own Deck of 40 cards, but for beginners, we'll have each player use a half-sized 20-card Deck. Each player takes turns placing different types of cards in front of them: Monsters (which either attack or defend), Traps and Spells (which both provide instant advantages inside or outside of combat). Players use the monsters before them to attack their opponent’s monsters. If a player has no monsters in front of him, his opponent can attack his “LP” instead. Spell Cards (green) may be played directly from your hand on your turn. Follow the card instructions and discard it to your Graveyard. Traps (pink) must be Set – face-down – in a row behind your monsters. They can’t be activated on the same turn they were Set, but they can be played any time after, even on your opponent’s turn. On your turn you can place as many Spells and Traps as you like. The goal is to reduce an opponent from 8000 Life Points (LP) to 0. (For beginners, we’ll start with 4000.) Players must keep a pencil handy to calculate the changing LP values. The play area is made up of different zones where your cards go: Monsters are placed in the Monster Zone, and Spells & Traps are placed in their zones. Your Main Deck goes in the Main Deck Zone, and defeated Monsters or used cards go in the Graveyard. Advanced cards make use of the Field Card Zone, Extra Deck Zone, and Pendulum Zone, but the cards in the 20-card Deck won't use these zones. Play Area Field Card Zone

Monster Card Zone

Pendulum Zone

Extra Deck Zone

Intro Deck Each Deck will contain one each of:

• Giant Soldier of Stone • Summoned Skull • La Jinn the Mystical Genie of the Lamp • Battle Ox • Man-Eating Treasure Chest • Overdrive • Robotic Knight • Warrior Dai Grepher • Sonic Duck • Space Mambo • Elemental HERO Sparkman • Gil Garth • Newdoria • Gyroid • Shield Crush • Soul Taker • Blustering Winds • Sakuretsu Armor • Threatening Roar • Inspiration

Graveyard

Pendulum Zone

Spell and Trap Zone

Main Deck Zone

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Rules Basics: Understanding Game Flow The included poster “Beginner’s Guide” teaches new players the most important rules. Let’s break down that poster even further so you can see the flow of one player’s turn:

STEP ⁄:

First, draw a card. Then you can Summon one monster per turn in Attack Position – or Set one in Defense Position. Attack Position is placed face-up and upright; Defense Position is placed sideways and face-down.

STEPS ¤, ‹, ›:

One at a time, upright (Attack Position) monsters can attack an opponent’s monsters (either upright or sideways). The Attack or Defense Point values (ATK or DEF) determine which monster wins. (See page 5 for details about attacks.)

STEP ∞:

Some powerful monsters cannot be Summoned without paying Tribute. If a monster has 5 or more stars (indicating its Level), it can only be played by sending one or more monsters you already have on the field to the Graveyard (basically the discard pile).

STEP 6:

Play any number of Spell or Trap Cards in a row behind the monsters. Spells take effect immediately, while Traps can be triggered during either player’s turn – whenever they will provide the most benefit.

Attack Position: Upright

Defense Position: Sideways (and placed face-down at first)

A monster’s Level is determined by the number of stars under its name.

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Rules Basics: Attack Outcomes Battling with monsters and resolving battles is the heart of the game – and can cause the most confusion if you’re not careful. This page will make a helpful reference to keep handy in addition to the poster. Note that attacks use the ATK and DEF number located at the bottom of a card. These values might be modified higher or lower by Traps, Spells or even other Monsters in play. Players should read all cards carefully!

When UPRIGHT Monsters attack UPRIGHT Monsters

Attacker

Opponent

…COMPARE ATK to ATK, since both are in Attack Position

• If attacker’s ATK is higher, he defeats the monster

AND lowers his opponent’s LP. Subtract the difference between the ATKs from the defender’s LP.

Monster destroyed AND subtract 600 LP from opponent

• If attacker’s ATK is lower, his monster is defeated AND he loses LP. Subtract the difference between the ATK’s from the attacker’s LP.

• If the ATK values are the same, both monsters are

Attacker’s monster destroyed AND subtract 600 LP from attacker

destroyed. No LP are lost.

When UPRIGHT Monsters attack SIDEWAYS Monsters …COMPARE ATK to DEF, since the attacker is in Attack Position and the defender is in Defense Position 1. If attacker’s ATK is higher, he defeats the Monster. (No LP can be lost.)

Monster destroyed; no damage to opponent

2. If attacker’s ATK is lower, no monsters are destroyed. Subtract the difference between his ATK and the defender’s DEF from the attacker’s LP. 3. If the ATK and DEF are the same, nothing happens. NOTE: When Monsters are destroyed, most often they go to their owner’s Graveyard, a discard pile off to the side.

No monster destroyed; subtract 400 LP from attacker

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Paying Tribute Monsters that are Level 5 or higher are stronger. So you have to Tribute other monsters to Normal Summon or Set them.

New rules to introduce: • Monsters of level 5 or higher – determined by the

number of stars – require a Tribute to be Normal or Tribute Summoned. Players must send 1 of their monsters already in play to the Graveyard in order to Tribute Summon.

• If a monster is Level 5 or 6 (count the stars) it needs 1 Tribute. If a monster is Level 7 or higher, it needs 2 Tributes.

• You must pay Tribute even if you are Setting the monster in Defense Position.

• Some monsters that can be Tribute Summoned can

also be Special Summoned in the right situation, as written on the card. A Special Summon is FREE and requires no Tribute. Also, a Special Summon is a bonus Summon that does not take up your Normal Summon for the turn. So you can Normal Summon a monster AND Special Summon the same turn. In fact, you can do as many Special Summons as you want, as long as the card effects permit it, on top of your regular Summon or Set!

“Can I bring my own Deck from home?” Experienced players love to use the Decks they’ve custom-built themselves. That’s good! Just a word of caution: the cards in this kit are specially suited for beginning players, and are not the most powerful cards in the Yu-Gi-Oh! universe. They will be overpowered by finely-tuned Decks – and bear in mind that our Decks contain 20 cards, while normal Decks contain a minimum of 40. Before this Duel Deck faces a custom Deck, make sure both Duelists agree to use only 20 cards each, and that they understand there may be a mismatch. But that’s the whole nature of playing Yu-Gi-Oh! Each Duel tests a Deck, and gives players insight into how to improve over time. Treat such Duels as learning experiences, and a way to reinforce: Even when you are down, you are not out!

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Get Ready to Duel! All the rules are in place. Now players need to learn to apply them all at once in a single Duel.

New rules to introduce: • Review the Trap Card and Spell Card that

change the ATK value of monsters in play (“Blustering Winds” and “Inspiration”). Keep pen and paper handy – even a sticky note – to track these changed ATK values.

• A Duelist loses if his LP is reduced to 0,

or if he cannot draw a card when required to draw.

• After a few initial Duels, introduce Match

play to average out wins and losses. There are 3 Duels in a Match; the winner of 2 Duels wins the Match.

“How do I get more Yu-Gi-Oh! cards?” Getting new cards is a fun and fulfilling experience for beginning Duelists; not only will players increase their card collection to start working with normal 40 card Decks, but they’ll use cards of different rarities, with cool art design and stronger effects. The most common way to get cards is from Yu-Gi-Oh! TRADING CARD GAME (TCG) Booster Packs. Booster Packs contain nine randomly assorted cards. Each pack contains common cards, which are easy to get, and rare cards, which are harder to get. There are a number of different rarities which all feature a different look to the cards, such as foil or holographic treatments that make them look flashy and cool. Since there are so many different cards, discovering what’s inside your pack is part of the fun! Starter Decks contain everything you need to start playing the Yu-Gi-Oh! TCG. Each Starter Deck comes with the cards written on the box, so you know what you’re getting when you purchase a Starter Deck. Starter Decks generally contain cards that work well together and are easy to use, which makes them perfect for young Duelists who are beginning to learn the rules of the game. Sometimes special Yu-Gi-Oh! TCG products are released that include an assortment of different cards. Structure Decks, Booster Set Advance Edition Boxes, Collectible Tins, Duelist Packs, and Accessories are all unique, and these products are designed to appeal to a wide range of Yu-Gi-Oh! fans and players. For more information about Yu-Gi-Oh! TCG Booster Packs, Starter Decks, Structure Decks, and other products, visit www.yugioh-card.com/en/.

Booster Pack

Structure Deck Starter Deck

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What’s next? Once players are Dueling successfully, there are many ways to extend the experience in your program.

Rewards and Awards: • Reward improvement and good sportsmanship! • The reward cards in this kit give you a way to praise students not just for learning the rules, but for helping others and for being a good sport.

• Note that rewards cover in-game accomplishments (“Tribute Summon a monster,” “Win a Duel”) as well as incent positive behaviors (“Congratulate your opponent when you lose”).

• Stickers, such as gold stars, can be awarded at your discretion for such sportsmanlike conduct as assisting another player with a rule – even when it directly hurts the player doing the assisting.

The Ambassador: Are there students who seem to be adept at learning the game? They may make excellent teachers. Appoint these students as ambassadors who can field questions, adjudicate rules disagreements and guide new players through their bumpy first Duels.

Tournaments: Your students can Duel for the top spot in a round-robin tournament that can be played

casually over several days or weeks. (All participants should be using cards from this kit.) Create a chart of all participants, with all their names down the left side, and again across the top. Over the course of the tournament, each player must face every other participant in a Match (best of 3 Duels). After each pair competes, find each player’s name in the left column and locate the box that corresponds with her opponent’s name. Write the result and Duel wins/losses, such as “W 2-0” or “L 1-2.” When every pair has completed one Match, count each player’s Ws to find a winner. Either break ties by totaling up the actual number of Duel wins, or create a new round-robin playoff for champion.

Custom Building: If they begin to collect their own Yu-Gi-Oh! cards, they should have a better idea of

what kind of Decks they want to build, and how to judge if cards are working well together or not. They should feel encouraged to bring their Decks in to test against their friends – but see page 6 for parameters about bringing in outside Decks.

Trading: Students who buy their own Yu-Gi-Oh! cards may want to trade with others. Start by showing them how to organize and store their collection of cards; card boxes or binders keep cards off the floor and in good condition, and easy to locate when needed. We also encourage students to learn about the value of his or her cards; Official Tournament Stores are a good place to get information about a card’s value. Students don’t have to learn about every card, but having an idea of what his or her more appealing cards are worth will help students make balanced decisions when trading.

For more advice, news and strategy tips, visit www.yugioh-card.com/en/

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