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Duel Masters Trading Card Game

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The Duel Masters Trading Card Game is a two-player collectible card game (CCG) jointly developed by Wizards of the Coast, Shogakukan, and Mitsui & Co., Ltd.. The card game is part of the Duel Masters franchise.

It was released in Japan in May of 2002, where it quickly became the number one selling trading card game for over a year. Due to this popularity, it was released in the United States on March 5, 2004, where it has also done well. The game shares several similarities with , the world's first collectible card game which was first published by Wizards in 1993. In fact, "duelmaster" was originally intended as an alternative tradename for Magic: The Gathering and that the earlier game play was abandoned in the Duel Masters manga plot to promote this latest experience.

As in Magic: The Gathering, Duel Masters players summon creatures and cast spells using mana. Key differences include the fact that all creatures and spells can act as mana producers, creatures cannot block attacking creatures without having the "blocker" ability, and that creatures only have one "power" statistic. Furthermore, duelists have shields in the form of cards that go to their hand when "broken" as opposed to Magic's "life points". Whether this will be the norm remains to be seen, since Wizards of the Coast may add new rules and card types to increase the game's longevity.

Game play

In Duel Masters, two players play the role of duelists, using the 'art' of "kaijudo" (a marketing term created for the North American version which supposedly describes the "art of battling with giant monsters") to bring their creatures to life to do battle. Each player has 5 shields that protect them from damage; once these are gone, all it takes is one successful attack to win the duel. Also, if a player runs out of cards to draw from their deck, or library, when required, then that player loses. Players battle each other by playing mana, and then using that mana to summon creatures or cast spells, described below: In addition to the two card types, there are also different keyword abilities that the cards can have that alter what they can and cannot do: Along with keywords, there are cards that have special mechanics. There are three mechanics in the game so far: In Japan there are three more different card types: Certain creatures have abilities that can only be used if the creature is tapped. This is represented by a "tap" symbol, followed by the ability itself. A creature that is tapped to use its ability cannot be used to attack. There are also creatures who gain extra abilities when you have no shields left in your shield zone.

Each player begins the game with a hand of 5 cards. The play area is divided up into the following sections:

At the start of the game, each player takes five cards from the top of their deck and plays them face down for their shield zone. Then they both draw five cards to form their hand.

Play is divided into several phases: Untap Phase, Draw Phase, Mana Phase, Summon Phase, and lastly Battle Phase.

Untap Phase: The player untaps--turns cards that are facing horizontally to the vertical position again--all of the cards in his/her battle and mana zone. If the player has no cards that are tapped, then they do nothing in this phase, and move on to the Draw Phase. Any Silent Skill effects also take place in this phase.

Draw Phase: The player takes a card from the top of their deck and puts it into their hand.. Note: The person who plays first skips drawing a card on their first turn. This is to compensate for the advantage of going first.

Mana Phase: The player may play any one card from their hand into the mana zone. This must be done immediately following the draw phase and can not be done at any other point in the turn unless specified by an effect.

Summon Phase: The player may tap their cards in the mana zone to cast spells or summon creatures. Each card has a cost, and the more powerful a card, the higher its cost.

Battle Phase: The player may tap their creatures to attack. A player may attack either the opponent's shields or one of their tapped creatures (could also attack untapped creatures if the attacker has that attribute). When a creature is attacked, the one with the higher power wins the battle and the other one is sent to the graveyard. When a shield is attacked, it is broken and then sent to the opponent's hand. Once all shields have been broken, a player can attack their opponent directly and win the game. Once the battle phase is over, it is then the opponent's turn. Note that you can not summon creatures or cast spells once you have entered the battle phase.

Building Decks

A player must have at least 40 cards in their deck. Players can purchase booster packs to increase the number of cards they have. Expansions are sets of cards that build upon the foundation laid out by the base set, the original set of cards released. At the time of this writing, boosters are available for the following expansions:

The 5 Civilizations

Duel Master cards represent five different civilizations. It is possible to build a viable deck with one, two or even three civilizations; four and five civilization decks are rarely seen. If used properly, the civilizations can complement each other nicely. Each civilization has their unique strengths and weaknesses. The five civilizations are:

Strategy

There are a number of different strategies that a Duel Masters deck can be build around. Each one of these strategies has its own strengths and weaknesses, and each rely on the player to make the correct choices in both deckbuilding and actual gameplay for the strategy to be ultimately successful. The following is a list of the most common Duel Masters strategies:

The deck types listed above are generalizations; many decks use more than one strategy to defeat their opponent. More detailed discussions of deck strategy can be found elsewhere; in the end, however, the true test of any deck is how well it does playing against other decks. This being said, players are encouraged to experiment with and modify their decks and enter them in tournaments.

Tournaments

Like , Wizards of the Coast also hosts tournaments for Duel Master players. Players can go to their local card shops and participate in these tournaments, called JDC Tournaments. Tournaments are governed by the DCI, the same body that governs Magic: The Gathering tournaments. There are no banned cards as of yet, although Bombazar (a dual-civilization Armored Dragon from the Fire Civilization) has been placed on the "watch list" and may be banned in the future. Whether Wizards of the Coast does so remains to be seen.

See also

External link

 


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