Yu-Gi-Oh! Duel Monsters II: Dark duel Stories

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Yu-Gi-Oh! Duel Monsters II: Dark duel Stories
Box art
Names
EnglishYu-Gi-Oh! Duel Monsters II: Dark duel Stories
Development
PlatformGame Boy Color
LanguagesJapanese
DeveloperKonami
PublisherKonami
Release dates
JapaneseJuly 8, 1999
Series
SeriesDuel Monsters
PreviousDuel Monsters
NextDark Duel Stories
Links

Yu-Gi-Oh! Duel Monsters II: Dark duel Stories (ゆうおうデュエルモンスターズⅡ 闇界決闘記ダークデュエルストーリーズ Yūgiō Dyueru Monsutāzu Tsū Dāku Dyueru Sutōrīzu) is a video game for the Game Boy Color, the second video game in the Yu-Gi-Oh! Duel Monsters series, following Yu-Gi-Oh! Duel Monsters and followed by Yu-Gi-Oh! Dark Duel Stories. It was developed and published by Konami and released on July 8, 1999 in Japan; it was never released internationally.

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.

Changes from Duel Monsters I[edit]

Title screen

General

  • 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.

Campaign

  • 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 30th win, 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.

Rules

  • Deck Volume, 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.

Other

  • 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 #343: "Sparks" and #347: "Tremendous Fire" is reduced.

Cards[edit]

The game contains 720 cards, including:

Game options[edit]

Main menu. Clockwise from top, the options are "Campaign", "Trade", "Records", "Change name", "Password", and "Versus".
  • 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 options, hidden from normal gameplay.

  • Play sound
  • View scene

Campaign[edit]

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. Defeating Maximillion Pegasus five times causes the ending credits to roll. After that an additional Dark Stage appears.

The available Dark Stage 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]

Here are the list of characters that a player may Duel against:

Stage Image Opponents
Stage 1: Domino High School Stage 1: Domino High School
Stage 2: Kaiba Land Stage 2: Kaiba Land
Stage 3: Tokyo Dome Stage 3: Tokyo Dome
Final Boss Final Boss
Dark Stage Dark Stage: Yami Yugi
Dark Stage: Yami Bakura
Dark Stage: Shadi
Dark Stage: Ishizu Ishtar Naomi

Trade[edit]

Trade

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:

Records[edit]

Records

The records menu shows the player's name, Duelist Level and Deck Volume.

Change name[edit]

Change name

The player can change their name.

Password[edit]

Password

Passwords can be entered on this screen to obtain cards. The player must have 600 Deck Volume points in order to enter a password. Entering a password costs them 50 Deck Volume 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 Volume points if they enter a valid password that they have already used.

Restricted cards cannot be obtained with passwords.

Passwords are the eight-digit numbers in the bottom-left corner of most OCG/TCG cards.

Versus[edit]

Multiplayer

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 Volume 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.

Debugging screens[edit]

Play sound
View scene

The debugging screens are unavailable during normal gameplay. They can be enabled by changing 0x10293 to 08 and 0x102A6 to 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.

Rules[edit]

The game does not use rules from the Yu-Gi-Oh! Official Card Game. It uses the rules from its predecessor Yu-Gi-Oh! Duel Monsters, with a number of modifications and updates.

Deck construction[edit]

  • 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 Volume.
    • When battling via the Game Link Cable, players choose a Deck Volume that they must both obey.

Stat calculations[edit]

The player's initial Deck Volume is 400. It can be altered using these methods, until it reaches the maximum of 9999.

Difference Method
-50 Enter a password in the password menu
+1 Trade
+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 Volume − 400) ÷ 7 + 15, rounded down and capped at 255. New games start with a Duelist Level of 80.

Each card has its Deck Cost printed on it. Although, there is logic that can be used to otherwise determine a card's Deck Cost.

Cards Deck Cost
Certain monsters that are primarily intended to be Summoned through other means;
Ritual Monsters, #278: "Petit Moth" evolutions, #217: "B. Skull Dragon" and #707 "Skull Knight";
Prize cards such as #713: "Meteor B. Dragon" and #714 "Firewing Pegasus"
255
Monsters with abilities ("Exodia" pieces and #278: "Petit Moth") (ATK + DEF) ÷ 100 + 50
Other monsters (ATK + DEF) ÷ 100
Ritual Cards 0
Field Magic Cards 20
+1 Level Equip Magic Cards 150
Type destroyers 150
Other Magic and Trap Cards Varies on perceived usefulness

Duels[edit]

  • Each player starts with 8000 LP.
  • Players draw until they have five cards in their hand at the beginning of each turn.

Playing cards[edit]

  • Players can Normal Summon one monster from their hand per turn. They may Summon a monster into one of the five available zones.
  • The player can place a monster into a zone occupied by another monster that has not attacked or been switched to Defense Position that turn.
    • If the two monsters are part of a valid Fusion, 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 monsters are not part of a Fusion, the monster just played will replace the previously-played one.
  • 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.

Modifying ATK/DEF[edit]

#001: "B.eye White Dragon" with its stats boosted by two stages and further increased by the #332: "Mountain" field
  • Certain Magic Cards will modify the ATK and DEF of a chosen monster by boosting or reducing it by a number of levels. A monster has its ATK and DEF increased by 60% for each level. A monster cannot be boosted by more than two levels.
  • 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.

Battling[edit]

  • 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 strengths and weaknesses
    However, when a monster attacks a monster with an opposing Alignment, the monster with the inferior Alignment is instantly destroyed and the controller of the monster with the superior Alignment will not lose LP.

Winning[edit]

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.

Obtaining cards[edit]

Permanent copies of cards can be obtained with the following methods:

Starter Deck[edit]

Players begin with a Deck of 40 monsters.

Opponent drops[edit]

Tea Gardner, awarding the player a card after a battle

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.

Victory bonuses[edit]

When an opponent is defeated a multiple of ten times, the player is awarded a card. Each opponent has three victory bonus cards, which are cycled through after every thirty wins.

Awards from Grandpa[edit]

Solomon Muto has a chance to appear in only 1/8th of game saves, via a random number generated at save file creation. Then, if the save file qualifies, there is a 1/256 probability after each duel that Grandpa will start appearing.[2] He awards the player certain cards after Duels.

Communication Fusion[edit]

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[edit]

By sending cards from Yu-Gi-Oh! Duel Monsters to Yu-Gi-Oh! Duel Monsters II, the following Communication Fusions are possible.

Many of these fusions require #147: "Monster Egg" as a "catalyst". The monsters formed this way can be used as material when connecting with a second copy of Duel Monsters II.

Result Material 1 Material 2 Material 3
329 "Dragon Capture Jar" 040 "Dragon Piper" 122 "Yamatano Dragon Sc" 167 "Ancient Jar"
348 "Swords of Revealin" 350 "Dark-piercing Ligh" 350 "Dark-piercing Ligh" 350 "Dark-piercing Ligh"
429 "Goddess of Whim" 147 "Monster Egg" 253 "Angelwitch" 260 "Lunar Queen Elzaim"
541 "Hane-Hane" 207 "Droll Bird" 228 "Wood Remains"
545 "Skelgon" 139 "B.eye Silv. Zombie" 296 "One-eyed Shield Dr"
554 "Lava Battleguard" 012 "Swamp Battleguard" 152 "The Melting Red Sh"
555 "Tyhone #2" 101 "Wings of Wicked Fl" 168 "Darkfire Dragon"
562 "Needle Worm" 023 "The Wicked Worm B" 237 "Haniwa"
571 "B. Dragon Jungle" 010 "Blackland Fire Dra" 274 "Green Phantom King"
603 "Fairy Dragon" 200 "Petit Dragon" 252 "Nekogal #1"
628 "Witch's Apprentice" 253 "Angelwitch" 254 "Embryonic Beast"
640 "Acid Crawler" 023 "The Wicked Worm B" 285 "Serpent Marauder"
658 "Metalmorph" 325 "Machine Conversion" 325 "Machine Conversion" 325 "Machine Conversion"
669 "Shadow Spell" 349 "Spellbinding Circl" 349 "Spellbinding Circl" 349 "Spellbinding Circl"
672 "Harpie's Feather D" 062 "Harpie Lady" 253 "Angelwitch" 264 "Wing Egg Elf"

Duel Monsters II to Duel Monsters II[edit]

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"
603 "Fairy 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"
015 "Battle Steer"
033 "Judge Man"
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 Dra"
168 "Darkfire 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"

Infrared bonus[edit]

Players can connect via infrared by using the D trans option in the "trade" menu. When they do this, Tea Gardner will award them one of the following cards:

Trading[edit]

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.

This site has no documented way of obtaining permanent copies of the following cards other than by password or trading with Duel Monsters I. Some of them can be obtained by temporary means.

Passwords[edit]

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 Volume and players must have at least 600 Deck Volume 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 #217: "B. Skull Dragon" and #067: "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.

# Card Password Source Release date
394 "Steel Scorpion" 13599884 Vol.4 1999-07-22
396 "Ocubeam" 86088138 Vol.4 1999-07-22
404 "Tatsunootoshigo" 47922711 Booster 3 1999-07-05
408 "Giant Mech-soldier" 72299832 Booster 2 1999-05-25
409 "Metal Dragon" 09293977 Vol.3 1999-05-27
418 "Golgoil" 07526150 Booster 3 1999-07-05
428 "Magician of Faith" 31560081 Vol.4 1999-07-22
433 "Ancient Elf" 93221206 Vol.4 1999-07-22
435 "Water Girl" 55014050 Vol.4 1999-07-22
437 "Deepsea Shark" 28593363 Vol.4 1999-07-22
439 "Bottom Dweller" 81386177 Vol.4 1999-07-22
448 "Spike Seadra" 85326399 Vol.3 1999-05-27
450 "Kappa Avenger" 48109103 Booster 3 1999-07-05
454 "Destroyer Golem" 73481154 Vol.4 1999-07-22
456 "Minomushi Warrior" 46864967 Booster 3 1999-07-05
458 "Kaminari Attack" 09653271 Vol.4 1999-07-22
473 "Vermillion Sparrow" 35752363 Booster 3 1999-07-05
480 "Kuwagata α" 60802233 Booster 3 1999-07-05
482 "Pragtical" 33691040 Vol.4 1999-07-22
487 "Flower Wolf" 95952802 Vol.3 1999-05-27
489 "Barrel Lily" 67841515 Vol.4 1999-07-22
498 "Morinphen" 55784832 Vol.4 1999-07-22
499 "Kattapillar" 81179446 Vol.4 1999-07-22
502 "D. Human" 81057959 Vol.4 1999-07-22
517 "Sand Stone" 73051941 Vol.3 1999-05-27
521 "Skullbird" 08327462 Booster 3 1999-07-05
533 "Kwagar Hercules" 95144193 Booster 3 1999-07-05
537 "Mega Thunderball" 21817254 Vol.4 1999-07-22
542 "Misairuzame" 33178416 Vol.3 1999-05-27
543 "Tongyo" 69572024 Vol.4 1999-07-22
557 "Steel OgreGrotto#1" 29172562 Vol.3 1999-05-27
566 "Yormungarde" 17115745 Booster 3 1999-07-05
570 "Trakadon" 42348802 Vol.4 1999-07-22
578 "Leo Wizard" 04392470 Booster 3 1999-07-05
580 "Patrol Robo" 76775123 Booster 3 1999-07-05
581 "Takuhee" 03170832 Booster 3 1999-07-05
586 "Greenkappa" 61831093 Booster 6 1999-12-01
587 "Mon Larvas" 07225792 Booster 3 1999-07-05
588 "Living Vase" 34320307 Booster 3 1999-07-05
592 "Muse-A" 69992868 Booster 3 1999-07-05
595 "Fiend Reflection#1" 68870276 Vol.4 1999-07-22
607 "Great Bill" 55691901 Vol.4 1999-07-22
610 "Electric Lizard" 55875323 Vol.4 1999-07-22
614 "Hunter Spider" 80141480 Vol.4 1999-07-22
616 "Hourglass of Coura" 43530283 Booster 3 1999-07-05
618 "Warrior of Traditi" 56413937 Booster 3 1999-07-05
621 "Succubus Knight" 55291359 Vol.3 1999-05-27
630 "Old Lizard Warrior" 43230671 Vol.4 1999-07-22
637 "Trent" 78780140 Vol.4 1999-07-22
644 "Flame Viper" 02830619 Vol.4 1999-07-22
653 "Warrior Eliminatio" 90873992 Vol.4 1999-07-22
659 "Winged Trumpeter" 94939166
660 "Stain Storm" 21323861 Vol.4 1999-07-22
662 "Eradicating Aeroso" 94716515 Vol.4 1999-07-22
663 "Breath of Light" 20101223 Vol.4 1999-07-22
664 "Eternal Draught" 56606928 Vol.4 1999-07-22
667 "Gate Guardian Ritu" 56483330
670 "Black Luster Ritua" 55761792
671 "Zera Ritual" 81756897
673 "War-lion Ritual" 54539105
674 "Beastly Mirror Rit" 81933259
675 "Ultimate Dragon" 17928958
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
692 "Turtle Oath" 76806714
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
707 "Skull Knight" 02504891
711 "Mikazukinoyaiba" 38277918
712 "Meteor Dragon" 64271667
714 "Firewing Pegasus" 27054370

Ante[edit]

After a communication battle, the winner can take one card from their opponent's chest.

Temporarily obtaining cards[edit]

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.

Fusion Summon[edit]

Ritual Summon[edit]

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.

Ritual Monster Ritual Card Sacrifices
356 "Super War-lion" 673 "War-lion Ritual" 201 "Frenzied Panda"
403 "Leogun"
483 "Garvas"
357 "Yamadron" 366 "Yamadron Ritual" 029 "Mountain Warrior"
031 "Koumori Dragon"
101 "Wings of Wicked Fl"
360 "Zera The Mant" 671 "Zera Ritual" 085 "King of Yamimakai"
298 "Wicked Dragon with"
377 "Ryu-kishin Powered"
362 "Millennium Shield" 665 "Curse of Millenniu" 255 "Prevent Rat"
296 "One-eyed Shield Dr"
629 "Armored Rat"
364 "Black Luster Soldi" 670 "Black Luster Ritua" 027 "Beaver Warrior"
038 "Gaia The Fierce Kn"
058 "Kuriboh"
365 "Fiend's Mirror" 674 "Beastly Mirror Rit" 186 "Fiend Reflection#2"
261 "Wicked Mirror"
595 "Fiend Reflection#1"
374 "Gate Guardian" 667 "Gate Guardian Ritu" 371 "Sanga of the Thund"
372 "Kazejin"
373 "Suijin"
380 "B.eye Ultra Dragon" 675 "Ultimate Dragon" 001 "B.eye White Dragon"
001 "B.eye White Dragon"
001 "B.eye White Dragon"
701 "Performance of Swo" 676 "Commencement Dance" 249 "Water Omotics"
395 "Dancing Elf"
511 "Bean Soldier"
702 "Hungry Burger" 677 "Hamburger Recipe" 014 "Battle Steer"
295 "Bio Plant"
547 "Griggle"
703 "Sengenjin" 678 "Revival of Sennen" 003 "Hitotsu-me Giant"
064 "Tiger Axe"
453 "Millennium Golem"
704 "Skull Guardian" 679 "Novox's Prayer" 160 "M-warrior #1"
161 "M-warrior #2"
535 "Kamakiriman"
705 "Tri-horned Dragon" 680 "Curse of Tri-Horne" 006 "Feral Imp"
047 "Torike"
571 "B. Dragon Jungle"
706 "Serpent Night Dra" 691 "Revived Serpent Ni" 168 "Darkfire Dragon"
294 "Dragoness the Wick"
604 "Obese Marmot of Ne"
708 "Cosmo Queen" 698 "Cosmo Queen's Pray" 266 "Princess of Tsurug"
635 "Queen's Double"
638 "Queen of Autumn Le"
709 "Chakra" 694 "Resurrection of Ch" 178 "Claw Reacher"
269 "Versago the Destro"
288 "Dark Artist"
710 "Crab Turtle" 692 "Turtle Oath" 089 "Catapult Turtle"
449 "Ancient W.Turtle"
451 "Kanikabuto"
715 "Psycho-Puppet" 695 "Puppet Ritual" 166 "Mysterious Puppete"
405 "Saber Slasher"
416 "Blocker"
716 "Garma Sword" 697 "Garma Sword Oath" 239 "Vishwar Randi"
378 "Swordstalker"
621 "Succubus Knight"
717 "Javelin Beetle" 696 "Javelin Beetle Pac" 052 "Hercules Beetle"
480 "Kuwagata α"
533 "Kwagar Hercules"
718 "Fortress Whale" 700 "Fortress Whale's O" 436 "White Dolphin"
441 "Mech Bass"
542 "Misairuzame"
719 "Dokurorider" 699 "Revival of Skeleto" 146 "Temple of Skulls"
479 "Cockroach Knight"
485 "Korogashi"
720 "Mask of Shine & Da" 693 "Contruct of Mask" 102 "Mask of Darkness"
182 "Masked Clown"
220 "Masked Sorcerer"

Evolution[edit]

#278: "Petit Moth" and its stages evolve into other cards after being on the field for one turn, in the order shown below.

#278: "Petit Moth" → #056: "Larvae Moth" → #072: "Cocoon of Evolutio" → #057: "Great Moth" → #067: "Perfectly Ultimate"

Restricted cards[edit]

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.

Gallery[edit]

Reception[edit]

Yu-Gi-Oh! Duel Monsters II: Dark duel Stories sold 1.45 million copies,[3] making it tied for the 38th-best-selling Game Boy/Game Boy Color title of all time, alongside Tamagotchi and Game de Hakken!! Tamagotchi V2.

See also[edit]

References[edit]

External links[edit]