Yu-Gi-Oh! Duel Monsters II: Dark duel Stories
Yu-Gi-Oh! Duel Monsters II: Dark duel Stories (遊戯王デュエルモンスターズII
Contents
Duels
Players must beat each duelist in a stage five times, in order to unlock the next stage. Once a character is beaten five times, the player can continue to Duel them for additional cards. A complete list of opponents in the game is provided in the table below.
The available Stage 5 opponent is chosen randomly from four possible characters. There is a 3/4096 chance of changing the Stage 5 opponent after each Duel. Consequently, most players will not be able to play against all four.[1]
Stage | Image | Opponents |
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Stage 1: Domino High School |
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Stage 2: Kaiba Land |
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Stage 3: Tokyo Dome |
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Stage 4 |
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Stage 5 |
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Format
This game does not totally conform to the rules of the Offical Card Game. No monsters in the game have effects and some of the Magic and Trap Cards have different effects.
In order to duel, a player's Deck must contain exactly 40 cards and be under their current Duelist Level. If the Deck is over/under 40 cards or over the Deck limit cost, the player will not be able to duel until the error is fixed.
Here are some basic rules for playing:
- You may have up to five monsters in the field
- You may have up to five cards in your hand (If you have five cards in hand at the start of your turn, you will not be able to draw a new card).
- Each monster card may attack any opposition monster card on the field.
- Once the field is empty, you may attack the opposing duelist's Life Points.
- Each duelist starts with 8000 Life Points (Life Points).
- Unlike the real OCG/TCG no Tribute are offered to Level 5 or more monsters, all monsters in the game have no Level at all.
- You may only summon one monsters per turn.
- You may also set one Trap card on the field.
Battle types
In the game, players may notice a few different types of battle between monster cards.
The most basic way to defeat an opposing monster is to have a monster with higher attack
Example: Player A's card = 1000 ATK, Player B's card = 1200 ATK. Player A's card is destroyed and loses 200 Life Points
However, in Duel Monsters II, monsters can be destroyed because they have an inferior Alignment. In this format, the difference between Attack or Defense points does not matter and the card with the inferior alignment is instantly destroyed. The exception to this rule is when the monster with the superior alignment also has higher attack points (when attacking) or defense points (when being attacked in Defense position), in which case Battle Damage is calculated normally. However, when a Defense position monster is attacked by a monster with an inferior alignment, the monster with the inferior alignment is destroyed.
Alignment List:
also:
Fusion
Since "Polymerization" is not included in this game, Fusions occur differently; selecting one card and placing it on top of another compatible card could result in a fusion for an entirely different monster.
These Fusions are Alignment-based and are reflected as such in the combination they create. For instance, fusing #211 "Kaminarikozou" with #122 "Yamatano Dragon Sc" would result in #425 "Thunder Dragon". Similarly, combining it with any number of Aqua monsters would normally result in #460 "Bolt Escargot". Also, combining #016 "Time Wizard" with #004 "Baby Dragon" would result in #069 "Thousand Dragon".
Game options
The game contains many options, listed below.
Restricted cards
Like many video games, Duel Monsters II restricts certain cards. These 22 cards cannot be included in the player's Deck, but unlike later games, they can still be used in a Duel if the player Fusion or Ritual Summons them. These are all monsters with a Deck Cost of 255, none of them have a password, and none of them can be traded back from Duel Monsters III: Tri-Holy God Advent.
- 356. Super War-lion
- 360. Zera The Mant
- 364. Black Luster Soldi
- 365. Fiend's Mirror
- 374. Gate Guardian
- 380. B.eye Ultra Dragon
- 701. Performance of Swo
- 702. Hungry Burger
- 703. Sengenjin
- 704. Skull Guardian
- 705. Tri-horned Dragon
- 706. Serpent Night Dra
- 708. Cosmo Queen
- 709. Chakra
- 710. Crab Turtle
- 713. Meteor B. Dragon
- 715. Psycho-Puppet
- 716. Garma Sword
- 717. Javelin Beetle
- 718. Fortress Whale
- 719. Dokurorider
- 720. Mask of Shine & Da