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Yu-Gi-Oh! Dark Duel Stories
|English||Yu-Gi-Oh! Dark Duel Stories|
|Platform||Game Boy Color|
|Japanese||July 13, 2000|
|North American||March 19, 2002|
|Previous||Duel Monsters II: Dark duel Stories|
|Next||Duel Monsters 4: Battle of Great Duelist|
Yu-Gi-Oh! Dark Duel Stories, released in Japan as Yu-Gi-Oh! Duel Monsters III: Tri-Holy God Advent (遊戯王デュエルモンスターズＩＩＩ
Players of the game can trade and battle with other players using a link cable.
The subtitle of the game's Japanese name, Tri-Holy God Advent, refers to the coming the three Egyptian Gods in the next game, Duel Monsters 4: Battle of Great Duelist. This is hinted after the game's ending credits, which feature the Egyptian Gods and the text "to be continued".
- 1 Changes from Duel Monsters II
- 2 Cards
- 3 Game options
- 4 Rules
- 5 Obtaining cards
- 6 Temporarily obtaining cards
- 7 Revisional differences
- 8 Unused material
- 9 Glitches and errors
- 10 Trailer
- 11 Promotional cards
- 12 Game guides
- 13 Covers
- 14 Trivia
- 15 References
- 16 External links
Changes from Duel Monsters II
- Could not be played on an original Game Boy or on a Super Game Boy; attempting to do so displayed an error screen.
- As the first Duel Monsters game to be licensed outside of Japan, it is also the first game that has been translated to multiple languages.
- Introduces "construction cards"
- 80 new cards, not including construction cards
- Cards are color-coded
- Cards in the chest can be ordered by number, alphabetically, by ATK, DEF, Alignment or Type. Previously they were only ordered by number.
- Deck Volume does not decrease when the player enters a password.
- The amounts of Deck Volume gained from trading, losing a communication battle and winning are communication battle are doubled.
- Deck Volume increases by 5 for simply playing a game in Campaign mode, rather than 2 for a loss and 3 for a win.
- Passwords can be used to unlock items other than cards.
- The ante rule has been removed from communication battles.
- The player starts with a Deck of 40 fixed cards. Previously some of the cards were chosen at random from a pool.
- The Duelist Level calculation is changed from
((Deck Volume − 400) ÷ 7) + 15to
((Deck Volume - 400) ÷ 3) + 15, essentially meaning players need less Deck Volume to increase their Duelist Level.
- Opponents use Decks of 40 fixed cards. Previously they had 40 randomly selected cards from a pool of 2048, which included duplicates.
- Ryou Bakura, Puppeteer of Doom, Bandit Keith, PaniK and Pegasus are not available as opponents.
- New opponents, including Espa Roba, Seeker, Pandora, Seto, Heishin and DarkNite/Nitemare.
- The stages certain opponents appear in are changed.
- The character portraits shown in the stage images are cropped versions of the character's intro shots. In previous games, the portraits were from different images.
- The player to go first is chosen randomly. Previously, the human player always went first.
- AI opponents use cards other than just Monster Cards.
- The "victory bonus" mechanic has been removed.
- Only up to three copies of a card can be included in a Deck or one, in the case of Limited cards.
- Divine Alignment is introduced.
- Effect Monsters are introduced.
- Levels and Tribute Summons are introduced.
- The Deck Cost of monsters requiring Tributes is reduced by 10 times the number of Tributes.
- Fusion Summons can be conducted from the hand.
- Fusion Summoned monsters cannot attack the turn that they are Summoned.
- Of the three sacrifices required to use Ritual Cards, only one of them must be a specific monster, with the exception of "Gate Guardian Ritu" and "Ultimate Dragon", which still require three specific monsters.
- Ritual Cards no longer disappear from the player's Deck after being used.
- When a card has its Level boosted/reduced, it gains/loses 500 ATK and DEF, rather than 60% of their current ATK and DEF.
- Only one card can be drawn at the beginning of a turn. In the previous game, players drew until they had five cards in their hand. If the hand already contains five cards, no cards are drawn.
- A number of monsters are given effects.
- Some cards have different artworks.
- PaniK's monsters have their base stats from the manga. Previously they acquired their manga stats after being boosted by "Yami".
- "Megamorph" boosts by one Level, rather than two.
- In the Japanese version, "The Little Swordsm" had its name changed from アイルのこびとけんし ("Dwarf Swordsman of Aile") to アイルのしょうけんし ("The Little Swordsman of Aile").
Dark Duel Stories contains 800 cards, including:
- The 722 cards from Yu-Gi-Oh! Forbidden Memories. The first 720 of these cards were also featured in Yu-Gi-Oh! Duel Monsters II: Dark duel Stories.
- 48 new cards from the manga, up until Duel 167: "Smoothly!"
- 30 other new cards
The game contains 9800 construction cards, created by mixing upper and lower parts.
The following options are available from the main menu:
- Campaign (キャンペーン kyanpēn): the game's story mode. Face AI opponents.
- Construction (コンストラクション Konsutorakushon): Combine upper and lower card parts to make new cards.
- Versus (たいせん taisen): battle other players, using the Game Link Cable
- 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
Each opponent in a stage must be defeated 5 times to unlock the next stage. After this, opponents can continue to be battled for more points and card drops. After defeating DarkNite five times, the player is given the password for the ending credits and an additional Dark Stage appears, with Yami Yugi as an opponent. The opponent for that stage can be changed with a password.
|Stage 1: Tomino Town 1||
|Stage 2: Tomino Town 2||
|Stage 3: Ancient Egypt||
Each time the player wins a battle, they are awarded with a construction card part. There are 280 parts in total, divided into 140 lower parts and 140 upper parts. These are divided into two groups, with each group having 70 lower parts and 70 upper parts. A lower part and an upper part from the same group can be combined to form a construction card, resulting in 4900 possible construction cards in each group, or 9800 construction cards in total; parts cannot be combined between the groups, nor can two lower parts or two upper parts be combined with each other.
Constructed cards can be previewed before they are actually created, allowing the player to review their options before sacrificing parts to get the cards. Constructed cards are always monsters, and the maximum possible ATK and DEF is 2000.
Players can change the upper body parts from this menu by pressing the up and down buttons and change the lower body part by pressing the left and right buttons.
While the card construction mechanic itself only appeared in Dark Duel Stories, seven constructed cards were featured as regular cards in Yu-Gi-Oh! Duel Monsters 4: Battle of Great Duelist; one of these cards was then printed in the OCG, and subsequently featured in further video games.
|Constructed card||DM4 card||Notes|
|"SoulicerCrystal"||884: "Soulicer Crystal"|
|"Red MainBlutches"||885: "Red Main Blutches"|
|"SpherusLady"||886: "Spherus Lady"||Later printed in the OCG|
|"Long NoseMammoth"||887: "Long Nose Mammoth"|
|"AnglerFat Fish"||888: "Angler Fat Fish"|
|"Light LawMedium"||889: "Light Law Medium"|
|"RootWood"||890: "Root Wood"|
Players can battle other players with a copy of Dark Duel Stories 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.
The option to take a card from the opponent's chest after winning a battle was removed in this game.
In the Japanese version of the game, players can trade with Duel Monsters I, Duel Monsters II: Dark duel Stories or Duel Monsters III: Tri-Holy God Advent. When trading they must specify which game they are trading with. Only cards existing in the game being connected to can be traded. In other languages, players can only trade with other copies of Dark Duel Stories (known as Duel Monsters III: Tri-Holy God Advent in Japan).
A trade cannot be conducted unless the player has over 50 cards that are lower in Deck Cost than their Duelist Level.
From the trade menu, 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 records screen contains the player's name, communication battle statistics, Duelist Level and Deck Volume.
The player can change their name. Names can be eight characters long. The Japanese version of the game allows kana characters to be used. The English version allows the 26 letters from the English alphabet in upper or lower case to be used.
Cards can be added to the player's chest in the password menu, by entering eight-digit passwords from OCG/TCG cards. There are seven non-card passwords: one makes Solomon Muto give an extra card after each battle, one allows the credits to be viewed, and the other five are for switching the Dark Stage opponent. There are also 106 unusable passwords, which display the message "Can't record password! Try a different password." when entered.
|65437205||Grandpa gives the player an extra card after each Duel|
|70715281||Change the Dark Stage opponent to Yami Yugi|
|07119986||Change the Dark Stage opponent to Yami Bakura|
|43504084||Change the Dark Stage opponent to Nitemare|
|70592699||Change the Dark Stage opponent to Shadi|
|06987398||Change the Dark Stage opponent to Marik Ishtar|
|42382443||View the credits|
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 II: Dark duel Stories and makes a number of modifications and updates.
- A player's Deck must contain exactly 40 cards.
- A Deck can have up to 3 copies of the same card or 1 copy in the case of Limited cards.
- 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.
- In "campaign" mode, the player has a set Deck Volume, which they can increase through different methods.
- In "versus" battles, players choose a Deck Volume that they must both obey (500, 700, 1000, 2000 or 9999).
The player's initial Deck Volume is 400. It can be altered using these methods, until it reaches the maximum of 9999.
|+5||Play a game in campaign mode|
|+10||Lose a communication battle|
|+20||Win a communication battle|
The player's Duelist Level is equal to
(Deck Volume − 400) ÷ 3 + 15, rounded down and capped at 255. New games start with a Duelist Level of 15.
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.
|Certain monsters that are primarily intended to be Summoned through other means;
Ritual Monsters, "Meteor B. Dragon" and "Thousand-eyes Rest"
|"Petit Moth" evolutions|
|Monsters with abilities ("Exodia" pieces and "Petit Moth"). This does not include regular Effect Monsters.|
|Field Magic Cards||20|
|Equip Magic Cards that boost monsters of a certain criteria by 1 Level||150|
|Other Magic and Trap Cards||Varies on perceived usefulness|
- Each player starts with 8000 LP.
- Each player starts with five cards in their hand.
- The player draws one card at the start of each turn, unless their hand already contains five cards.
- Players can Normal Summon one monster from their hand per turn. They may Summon a monster into one of the five available zones.
- If a Summoned monster has an effect, it can be activated.
- 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.
- The player may fuse monsters while they are in their hand. However the Fusion Monster will remain in their hand and will require Tributes to Summon, if it is Level 5 or higher.
- 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 at the end of the opponent's next turn.
- Multiple Ritual Cards can be activated per turn. A Ritual Card sacrifices three monsters to Summon a new monster. Depending on the Ritual Card, one or three of the sacrifices must be specific monsters. If the the necessary sacrifices are not supplied, the Ritual Card has no effect.
- 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.
- 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.
- Fusion Monsters cannot attack the turn that they are Fusion Summoned.
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.
The following cards are Limited, meaning the player can only have a single copy of it in their Deck. This restriction does not apply to CPU opponents' Decks.
- 017. R Leg of Forbidden
- 018. L Leg of Forbidden
- 019. R Arm of Forbidden
- 020. L Arm of Forbidden
- 021. Exod. of Forbidden
- 336. Dark Hole
- 337. Raigeki
- 348. Swords of Revealin
- 657. Megamorph
- 781. Brain Control
- 784. Change of Heart
- 789. Pot of Greed
The player's Starter Deck consists of the following 40 cards:
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.
See Yami Yugi (Dark Duel Stories)§Drops for example.
In other languages, players can only connect with another copy of Dark Duel Stories (Duel Monsters III: Tri-Holy God Advent).
Duel Monsters I to Duel Monsters III
By sending cards from Duel Monsters I to Yu-Gi-Oh! Duel Monsters III, the following Communication Fusions are possible.
|Result||Material 1||Material 2||Material 3|
|778||Ooashi||049||Big Insect||240||The Drdek|
Duel Monsters II to Duel Monsters III
By sending cards from Yu-Gi-Oh! Duel Monsters II to Yu-Gi-Oh! Duel Monsters III, the following Communication Fusions are possible.
|Result||Material 1||Material 2||Material 3|
|773||Sword Hunter||189||Fusionist||399||Swordsman from a F||415||Mechanicalchacer|
|774||Drill Bug||375||Dungeon Worm||545||Skelgon|
|775||Deepsea Warrior||437||Deepsea Shark||469||Armed Ninja|
Duel Monsters III to Duel Monsters III
By sending cards from Yu-Gi-Oh! Duel Monsters III to Yu-Gi-Oh! Duel Monsters III, the following Communication Fusions are possible.
|Result||Material 1||Material 2||Material 3|
|777||Spikebot||189||Fusionist||490||Needle Ball||735||Steel OgreGrotto#2|
|779||Satellite Cannon||512||Cannon Soldier||724||Space Megatron|
|780||Mutant Crab||451||Kanikabuto||763||Parasite Paracide|
From the trade menu, the player can trade cards with other copies of Yu-Gi-Oh! Dark Duel Stories, using the Game Link Cable. In the Japanese version of the game, trades can also be conducted with Yu-Gi-Oh! Duel Monsters and Yu-Gi-Oh! Duel Monsters II: Dark duel Stories.
Cards from Grandpa
65437205 into the password menu, Solomon Mutou will appear after each Duel to award the player a card.
Temporarily obtaining cards
Cards obtained this way last only during the Duel in which they are formed.
The Extra Deck does not exist in this game. Instead, Fusion Summons are performed during Duels by placing one card on top of another. A card may be placed on top of a card on the field or another card in the hand. If the Fusion is valid, a new card will be formed. If the fusion is invalid, the second card replaces the first.
If a Fusion is performed by placing a card on top of a card on the field, the Fusion Monster will be face-up. If the Fusion Monster has an effect, it will not be able to use it, because only face-down cards may active their effects. This makes the effect of "Thousand-eyes Rest" unusable, unless the player is able to acquire a permanent copy of "Relinquished" or "Thousand-eyes Rest", which they can Summon from the hand.
A Ritual Summon is conducted by activating a Ritual Card and offering three monsters on the field as Sacrifices. A new monster will then be Summoned. Most Ritual Cards require one specific monster as a sacrifice, while the other two sacrifices can be any monster. The two exceptions to this are "Gate Guardian Ritu" and "Ultimate Dragon", which require three specific sacrifices.
A Ritual Summoned monster is placed face-up on the field. If the monster has an effect, it will not be unable to use it, because only face-down cards may active their effects. This makes the effect of "Relinquished" unusable, unless the player is able to acquire a permanent copy of "Relinquished", which they can directly Summon from the hand.
The following monsters can be formed by Ritual Summon:
#278 "Petit Moth" and its stages evolve into other cards after being on the field for one turn, in the order shown below.
Some cards have effects that allow the player to play certain cards, which are not in their Deck.
|016||Time Wizard||069||Thousand Dragon|
|117||Spirit of the Book||486||Boo Koo|
|140||Toad Master||549||Frog The Jam|
|224||Trap Master||685||Acid Trap Hole|
A number of text changes were made to the English version of the game when it was released in Europe, including:
- The characters "P.Seto", "Paradox", "Slysheen" and "Ishizu" were renamed to "Seto", "S. Muran", "Heishin" and "Isis".
- The card "Kuwagata =" was renamed to "Kuwagata α".
- "Alignment" (Al) and "Class" (Cl) were renamed to "Attribute" (Ab) and "Type" (Tp).
- The Types "Magician" and "Sea Dragon" (SeaDragn) were renamed to "Spellcaster" (Spellcst) and "Sea Serpent" (SeaSrpnt)
- The Alignments "Aqua", "Pyro" and "Devine" were renamed to "Water", "Fire" and "Divine".
- The CPU is capable of playing many cards, which are not included in any of the opponent's Decks, including Trap Cards, Equip Magic Cards, Type destroyers, "Multiply", "Cursebreaker" and "Stop Defense".
- Some Equip Magic Cards are used by AI opponents. The CPU is capable of also using the ones that are not.
- The CPU can only activate "Stop Defense" after it has already attacked.
- A purple color, likely intended for Fusion Monsters, exists. However monsters capable of being Fusion Summoned are colored yellow or orange, as Normal or Effect Monsters and can be played without performing a Fusion.
- A function for decreasing Deck Volume exists. It was used in Duel Monsters II to charge the player for entering passwords.
- Three unused musical compositions exist.
- The array of cards which could be equipped to "Bright Castle" in Duel Monsters II still exists, despite "Bright Castle" being changed to affect all Light monsters.
|It can't be! Not 5 times! As long as there be darkness... I should remain invincible!||Meant to display after beating Marik five times.|
|Gwaaah... I can't believe I've lost 5 times already!! Leave now, before I change my mind!||Meant to display after beating Nitemare five times. This string is not translated in the localized versions of the game.|
|Very good! You've found the secret. The secret of the legendary card... It's hidden here. Your password... It will reveal it to your eyes!|
|Used «card name» Power-up was unsuccessful.||Meant to display after an Equip Magic Card is used on a monster it does not affect.|
|Used Megamorph Level increases by 2!||"Megamorph" was changed from previous games to increase a monster's Level by 1, instead of 2.|
Glitches and errors
- If the player's LP is reduced to 0 by the effect of a card, such as "Hinotama", they do not lose the Duel and can play on.
- In the English, German, Italian and Spanish translations of the game, "Blackland Fire Dra" is mentioned as the required sacrifice on "Revived Serpent Ni", rather than "Darkfire Dragon".
- G3-01 "Dunames Dark Witch" was mailed to people who reserved a copy of the game.
- G3-09 "Insect Queen" was an early benefits card.
- Copies of the game included three randomly selected cards from G3-02 "Sinister Serpent", G3-03 "Widespread Ruin", G3-04 "Goblin Fan", G3-05 "Garma Sword Oath", G3-06 "Garma Sword", G3-07 "Alpha The Magnet Warrior", G3-08 "Beta The Magnet Warrior" and G3-10 "Cyber-Tech Alligator".
Copies of G3-11 "Dark Magician Girl" were distributed at the Official Tournament Street Duel Legend of Power. Approximately 300 Secret Rare and 2400 Rare copies were given as prizes and a further 100 Secret Rare and 400 Rare copies were given as raffle prizes.
Two different sets of three Prismatic Secret Rare cards were released with copies of the North American English version of the game. The first set contained DDS-001 "Blue-Eyes White Dragon", DDS-002 "Dark Magician" and DDS-003 "Exodia the Forbidden One". The second contained DDS-004 "Seiyaryu", DDS-005 "Acid Trap Hole" and DDS-006 "Salamandra".
- Marik's appearance on the cover of this game is taken from the title page of Yu-Gi-Oh! Duel 160: "Marik Strikes!".