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
Duel Monsters II builds on the rules established in its predecessor, though the gameplay is still much simpler than the OCG. In addition to the 365 cards from Duel Monsters, it introduced 355 new cards, for a total of 720. Trap Cards and Ritual Cards were first included in it.
- 1 Changes from Duel Monsters I
- 2 Cards
- 3 Game options
- 4 Rules
- 5 Obtaining cards
- 6 Temporarily obtaining cards
- 7 Restricted cards
- 8 See also
- 9 References
- 10 External links
Changes from Duel Monsters I
- Color graphics are used.
- 355 additional cards are featured.
- Opponent's Decks and ways of acquiring certain cards are different.
- Whenever the player receives a new card, the card itself is shown onscreen.
- New opponents are featured, including Para, Dox, Yami Bakura, Shadi and Ishizu Ishtar Naomi.
- Victory bonuses are awarded up to the 30th win, rather than 100th. After the first 30, the cycle repeats.
- The post-game opponent can be one of four characters, rather than one fixed opponent. The opponent is chosen randomly and has a small random chance of changing after each Duel.
- There is a chance of Solomon Muto appearing after Duels to award the player a card.
- Deck Capacity, Deck Cost and Duelist Levels are introduced.
- Alignments are introduced.
- Ritual Cards and Ritual Summons are introduced.
- Trap Cards are introduced.
- Players can play more than one card per turn.
- At the start of each turn, the player draws until they have five cards in their hand.
- When a player runs out of cards, they lose. Previously, the player with lower LP in that situation would lose.
- Some cards, such as #364: "Black Luster Soldi", can only be Summoned through special means. If the player somehow manages to acquire a permanent copy of such restricted cards, they cannot be included in the Deck or traded to other games.
- The password menu is immediately available and uses the numbers printed on OCG cards, rather than kana published in magazines and books.
- An option to reset the game is added. Previously, this could only be done with a secret code.
- Player can change their name.
- Players can connect to each other via infrared and receive a card each time they do so.
- Damage dealt by direct-damage Magic Cards such as "Sparks" and "Tremendous Fire" is reduced.
The game contains 720 cards, including:
- The 365 from the previous game.
- 37 new cards from the manga, up until Duel 120: "Heavy Metal Raiders".
- "Meteor Dragon" and "Meteor B. Dragon", which were previously featured in Toei Animation's Yu-Gi-Oh! movie and merchandise.
- 100 cards, which are redrawn versions, using different palettes, of other cards.
- 216 others.
- Campaign (キャンペーン kyanpēn): the game's story mode. Face AI opponents.
- Trade (トレード torēdo): trade with other players via the Game Link Cable.
- Records (せいせき seiseki): statistics and other information about the player
- Change name (なまえへんこう namae henkō): option to change the player's name
- Password (パスワード pasuwādo): unlock items by entering a password
- Versus (たいせん taisen): battle other players, using the Game Link Cable
There are two [#Debugging screens|debugging options]], hidden from normal gameplay.
- Play sound
- View scene
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.
|Stage 1: Domino High School||
|Stage 2: Kaiba Land||
|Stage 3: Tokyo Dome||
Players can trade cards with either Yu-Gi-Oh! Duel Monsters or a second copy of Yu-Gi-Oh! Duel Monsters II: Dark duel Stories.
From the trade screen, the player has three options, "chest", "check card" and "exchange card". The player must open the "chest" menu and select which cards they wish to trade. They can review the cards they have selected in the "check card" screen. The cards are traded when each players selects "exchange card".
Communication Fusions can be conducted by trading certain cards.
The restricted cards cannot be traded.
Players can connect to infrared using the D trans (Ｄ－トランス dī toransu) option in this menu. When they do this, Tea Gardner will award them one of the following cards:
The records menu shows the player's name, Duelist Level and Deck Capacity.
The player can change their name.
Passwords can be entered on this screen to obtain cards. The player must have 600 Deck Capacity points in order to enter a password. Entering a password costs them 50 Deck Capacity points and 1 Duelist Level for every attempt, regardless of whether it is successful. The same password cannot be used more than once, but the player will not lose Deck Capacity points if they enter a valid password that they have already used.
Restricted cards cannot be obtained with passwords.
Players can battle other players with a copy of Duel Monsters II using the Game Link Cable via the versus menu. The Deck can be altered, and a Deck Capacity limit can be chosen, on this screen. Allowed limits are 500, 700, 1000, 2000 and 9999.
After a battle, the winner can take one card from the opponent's chest.
The debugging screens are unavailable during normal gameplay. They can be enabled by changing
07 in the ROM or by using the Game Genie code:
082-93B-F72 072-A6B-F7E. When enabled, their options are not visible on screen, but the player can access them by continuing to move the cursor past the campaign or versus options, which are normally the first and last options in the list.
The two debugging options are to play a sound or to view a screen.
Play sound: The user may enter a number to play a sound. Numbers from 1 to 19 play music, and numbers from 21 to 38 play sound effects.
View screen: The user may enter a number to show a certain scene. All characters shown this way will have Weevil Underwood's dialogue. Entering a number that does not correspond to a screen will cause the game to crash.
- 00: Weevil Underwood
- 01: Mai Valentine
- 02: Rex Raptor
- 03: Mako Tsunami
- 04: Yami Yugi
- 05: Yugi Muto
- 06: Tea Gardner
- 07: Joey Wheeler
- 08: Seto Kaiba
- 09: Mokuba Kaiba
- 10: Tristan Taylor
- 11: Ryou Bakura
- 12: Puppeteer of Doom
- 13: PaniK
- 14: Bandit Keith
- 15: Maximillion Pegasus
- 16: Simon Muran
- 17: Exodia win
- 18: Solomon Muto
- 19: Yami Bakura
- 20: Shadi
- 21: Para
- 22: Dox
- 23: Ishizu Ishtar Naomi
- 51, 75: Stage 1: Domino High School
- 37, 56, 62: Stage 2: Kaiba Land
- 24: Yami Yugi
- 25: Yami Bakura
- 26, 31, 53: Shadi
- 27: Ishizu Ishtar Naomi
- Game options
- 35, 60: Trade
- 32, 54: Select cards to trade
- 38, 63: Enter name
- 57, 69: View scene
- 29, 59: Logo
- 34: Intro
- 40, 46, 70: Konami Computer Entertainment Japan logo
- 43, 48, 67, 72: Duel background
- A player's Deck must contain exactly 40 cards.
- A Deck can have up to 40 copies of the same card.
- The restricted cards cannot be included in the Deck.
- Each card's Deck Cost must be equal to or lower than the player's Duelist Level.
- The sum of each card's Deck Cost must be below a certain Deck Capacity.
- The Deck Capacity for a new game is 855. The Deck Capacity is modified throughout gameplay, as the player Duels against CPU opponents or other players, trades with other players, or attempts to enter passwords. The maximum Deck Capacity is 9999.
- When battling via the Game Link Cable, players choose a Deck Capacity that they must both obey.
The player's Deck Capacity can be altered using these methods:
|-50||Enter a password in the password menu|
|+2||Lose a game in the campaign|
|+3||Win a game in the campaign|
|+5||Lose a communication battle|
|+10||Win a communication battle|
The player's Duelist Level is equal to
(Deck Capacity − 400) / 7 + 15, rounded down and capped at 255. New games start with a Duelist Level of 80.
- Each player starts with 8000 LP.
- Players draw until they have five cards in their hand at the beginning of each turn.
- Players can Normal Summon one monster from their hand per turn. They may Summon a monster into one of the five available zones.
- If the player attempts to place the monster into a zone occupied by another monster, the game will attempt to fuse the monsters.
- If the Fusion is valid, a new monster will be Summoned into the zone. This will not be considered the player's Normal Summon, so they can Summon another monster the same turn they conduct a Fusion Summon.
- If the Fusion is invalid, the second monster will replace the first.
- Multiple Magic Cards can be activated per turn. Magic Cards are immediately activated when played and have some effect on gameplay.
- One Trap Card can be placed face-down on the field per turn. It will activate automatically when a certain condition, specified on the card, is met. Even if it does not activate, the Trap Card will disappear by the end of the opponent's next turn.
- Multiple Ritual Cards can be activated per turn. If three specific monsters are on the field, the Ritual Card can combine them into one other monster. If the three specific monsters were not on the field, the card has no effect in the Duel. After a Ritual Card has been used, it disappears from the player's Deck and chest.
- Certain Magic Cards will modify the ATK and DEF of a chosen monster by boosting or reducing it by a number of stages. A monster has its ATK and DEF increased by 60% for each stage. A monster cannot be boosted by more than two stages.
- Field Magic Cards can affect any monsters on the field, specific to the effect of the card. It may either increase the ATK and DEF by 30%, decrease them by 30%, or have no effect. There can only be one Field Card active at a time. This increase/decrease does not count towards the number of stages.
- Each turn, a player can put each of their monsters in either Attack or Defense Position.
- If a monster is put in Attack Position, it can attack monsters on the opponent's side of the field. If there are none, they may attack the opponent directly.
- When a monster attacks a player directly, the monster's ATK is deducted from the LP of the attacked player.
- When a monster attacks an Attack Position monster, the monster with lower ATK is destroyed and the difference is deducted from the LP of the controller of the destroyed monster. If both monsters have the same ATK, they are both destroyed.
- When a monster attacks a Defense Position monster: If the attacking monster's ATK is higher than the defending monster's DEF, the defending monster is destroyed. If the attacking monster's ATK is equal to or lower than the DEF of the defending monster, the difference is deducted from the LP of the controller of the attacking monster, and neither monster is destroyed.
- Alignment, the monster with the inferior Alignment is instantly destroyed and the controller of the monster with the superior Alignment will not lose LP.
A Duel is won when any of these conditions are met:
- The opponent's LP are reduced to 0.
- The opponent cannot draw a card.
- The player has all five "Exodia" pieces in their hand.
Permanent copies of cards can be obtained with the following methods:
Players begin with a Deck of 40 monsters.
When an opponent is defeated in campaign mode, the player is given a card.
Each opponent has a different list of cards the player can get for beating them, with each card on the list having an assigned probability of randomly obtaining it.
When an opponent is defeated a multiple of ten times, the player is awarded a card.
Awards from Grandpa
Solomon Muto randomly appears after Duels to award the player certain cards.
A Communication Fusion can be performed using the Game Link Cable, while connecting to either a second copy of Yu-Gi-Oh! Duel Monsters II: Dark duel Stories or to Yu-Gi-Oh! Duel Monsters. This requires three Fusion Material monsters to be traded at once. The player gets to permanently keep cards that are fused using this method.
Duel Monsters I to Duel Monsters II
By sending cards from Yu-Gi-Oh! Duel Monsters to Yu-Gi-Oh! Duel Monsters II, the following Communication Fusions are possible.
Duel Monsters II to Duel Monsters II
By sending cards from one copy of Yu-Gi-Oh! Duel Monsters II to another, the following Communication Fusions are possible.
Many of these fusions require #103: "Job-change Mirror" as a catalyst. The monsters formed this way can be used as material when trading back to Duel Monsters I. See Yu-Gi-Oh! Duel Monsters (video game) § Communication Fusion.
|Result||Material 1||Material 2||Material 3|
|004||Baby Dragon||103||Job-change Mirror||429||Goddess of Whim||200||Petit Dragon|
|016||Time Wizard||143||Chronolord||428||Magician of Faith|
|026||Battle Ox||541||Hane-Hane||014||Battle Steer|
|287||Ogre of the Black|
|038||Gaia The Fierce Kn||586||Greenkappa||012||Swamp Battleguard|
|039||Curse of Dragon||545||Skelgon||023||The Wicked Worm B|
|101||Wings of Wicked Fl|
|298||Wicked Dragon with|
|082||Red-eyes B. Dragon||555||Tyhone #2||010||Blackland Fire Dragon|
|571||B. Dragon Jungle|
|091||Mystic Horseman||554||Lava Battleguard||113||Dark Gray|
|246||One Who Hunts Soul|
|369||Wall Shadow||366||Labyrinth Wall||368||Shadow Ghoul||652||Magical Labyrinth|
The Game Link Cable can be used to trade cards between games. With the exception of the restricted cards, cards numbered 1 to 365 can be traded to Duel Monsters I and all cards can be traded to other copies of Duel Monsters II. Future games have the option to trade back to Duel Monsters II.
- #007 "Winged Dragon #1"
- #017 "R Leg of Forbidden"
- #018 "L Leg of Forbidden"
- #022 "Summoned Skull"
- #028 "Rock Ogre Grotto 1"
- #037 "Gaia the Dragon Ch"
- #051 "Armored Lizard"
- #052 "Hercules Beetle"
- #056 "Larvae Moth"
- #057 "Great Moth"
- #060 "Great White"
- #062 "Harpie Lady"
- #063 "Harpie Lady Sister"
- #064 "Tiger Axe"
- #066 "Kojikocy"
- #067 "Perfectly Ultimate"
- #069 "Thousand Dragon"
- #072 "Cocoon of Evolutio"
- #092 "Rabid Horseman"
- #094 "Crawling Dragon"
- #102 "Mask of Darkness"
- #111 "Doma The Angel of"
- #112 "Life Eater"
- #117 "Spirit of the Book"
- #128 "LaMoon"
- #146 "Temple of Skulls"
- #151 "Rhaimundos of the"
- #153 "Dokuroizo the Grim"
- #163 "Lisark"
- #165 "The Judgement Hand"
- #216 "Dryad"
- #217 "B. Skull Dragon"
- #234 "Beautiful Headhunt"
- #235 "Wodan the Resident"
- #238 "Yashinoki"
- #241 "Dark Assailant"
- #249 "Water Omotics"
- #252 "Nekogal 1"
- #275 "Terra Bugroth"
- #278 "Petit Moth"
- #281 "Mystic Clown"
- #284 "Tao the Chanter"
- #287 "Ogre of the Black"
- #288 "Dark Artist"
- #297 "Cyber Soldier of D"
- #299 "Sonic Maid"
- #318 "Elegant Egotist"
- #351 "Yaranzo"
- #352 "Kanan the Swordmis"
- #353 "Takriminos"
- #354 "Stuffed Animal"
- #355 "Megasonic Eye"
- #357 "Yamadron"
- #358 "Seiyaryu"
- #359 "Three-legged Zombi"
- #361 "Flying Penguin"
- #362 "Millennium Shield"
- #363 "Fairy's Gift"
Players could enter eight-digit numbers in the password menu to obtain a card associated with the number they entered. Each attempt costs 50 Deck Capacity and players must have at least 600 Deck Capacity in order to enter a password.
All cards, apart from the restricted cards could be obtained by password. Passwords could usually be found in the bottom-left corner of OCG cards. However some powerful cards, such as "B. Skull Dragon" and "Perfectly Ultimate" did not have their password printed on their OCG counterpart. And some cards with passwords were not printed in the OCG.
Images of cards printed in rulebooks or official magazines would often omit the password, in order to promote the notion of players needing to acquire a copy of the card to know its password.
This site has no documented way of permanently obtaining copies of the below cards, other than by password.
|#408||"Giant Mech-soldier"||72299832||Booster 2||1999-05-25|
|#428||"Magician of Faith"||31560081||Vol.4||1999-07-22|
|#450||"Kappa Avenger"||48109103||Booster 3||1999-07-05|
|#456||"Minomushi Warrior"||46864967||Booster 3||1999-07-05|
|#473||"Vermillion Sparrow"||35752363||Booster 3||1999-07-05|
|#480||"Kuwagata α"||60802233||Booster 3||1999-07-05|
|#533||"Kwagar Hercules"||95144193||Booster 3||1999-07-05|
|#578||"Leo Wizard"||04392470||Booster 3||1999-07-05|
|#580||"Patrol Robo"||76775123||Booster 3||1999-07-05|
|#587||"Mon Larvas"||07225792||Booster 3||1999-07-05|
|#588||"Living Vase"||34320307||Booster 3||1999-07-05|
|#616||"Hourglass of Coura"||43530283||Booster 3||1999-07-05|
|#618||"Warrior of Traditi"||56413937||Booster 3||1999-07-05|
|#630||"Old Lizard Warrior"||43230671||Vol.4||1999-07-22|
|#663||"Breath of Light"||20101223||Vol.4||1999-07-22|
|#667||"Gate Guardian Ritu"||56483330|
|#670||"Black Luster Ritua"||55761792|
|#674||"Beastly Mirror Rit"||81933259|
|#678||"Revival of Sennen"||16206366|
|#680||"Curse of Tri-Horne"||79699070|
|#689||"Reverse Trap"||77622396||Booster 3||1999-07-05|
|#691||"Revived Serpent Ni"||39411600|
|#694||"Resurrection of Ch"||39399168|
|#696||"Javelin Beetle Pac"||41182875|
|#697||"Garma Sword Oath"||78577570|
|#698||"Cosmo Queen's Pray"||04561679|
|#700||"Fortress Whale's O"||77454922|
After a communication battle, the winner can take one card from their opponent's chest.
Temporarily obtaining cards
Players can acquire cards using these methods. Cards obtained with these methods are only kept until the end of the Duel. Cards used to create the temporary cards are returned to the player after the Duel.
A Ritual Summon is conducted by activating a Ritual Card, while the player has three specific monsters on the field. The three monsters will be sacrificed and a new monster Summoned. If the three specific monsters were not on the field, the Ritual Card has no effect in the Duel and disappears from the player's Deck and chest afterwards.
#278 "Petit Moth" and its stages evolve into other cards after being on the field for one turn, in the order shown below.
There are 22 Monster Cards, which can only be acquired through temporary means, namely Fusion and Ritual Summon. If the player somehow manages to obtain any of the cards through illegitimate means, there are restrictions in place to prevent them from being used.
None of the cards can be added to the player's Deck, all of them have 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
- Yu-Gi-Oh! Duel Monsters II: Dark duel Stories Game Guide 1
- Yu-Gi-Oh! Duel Monsters II: Dark duel Stories Game Guide 2
- Yu-Gi-Oh! Duel Monsters II: Dark duel Stories promotional cards