Yu Gi Oh heard that Hunter Pack 2 is out.,What s the card table.,What s the content.

Updated on Game 2024-03-15
7 answers
  1. Anonymous users2024-02-06

    Japan's genuine Yu-Gi-Oh card packs are 150 yen for a pack of 5 cards, and SD pre-assembled packs are 1000 yen for a set, and they are also available in China.

  2. Anonymous users2024-02-05

    1.Genuine card packs are usually about 250 a DU pack, and ZHI such a booster pack is about DAO120 a pack, and SD series is about 50-60.

    2.It's hard to say this, it depends on how K Society comes out.

    3.Not the same genus.

    4.Rare cards can be produced.

    5.**The Japanese version is generally genuine, and now there are also Chinese traditional versions, ** similar to the Japanese version.

    6**Pack refers to the cards in the card pack, which are all rare and expensive cards, like gr** flash.

  3. Anonymous users2024-02-04

    10 months.

    It's not at all.

    Yes, that's a box.

    Once a year, I combine about 20 cards that are more common in this year.

  4. Anonymous users2024-02-03

    In January of this year, there was only one new forbidden card, Big Storm, because destroying your own card would trigger the effect of magic trap cards such as Shadow Yi, causing the deck to accelerate, so Big Storm was banned and the ban on feather sweeps was lifted.

  5. Anonymous users2024-02-02

    Basic Battle Rules:

    1.Card Deck: The card deck is divided into the main deck and the secondary deck.

    The minimum number of cards in the main deck is 40, and the maximum number is 60; 15 sub-decks. The main deck is used for PvP purposes; The secondary deck is a one-on-one exchange with certain cards from the main deck if you feel that the main deck is not strong enough for the opponent between two games, so as to achieve the best state against different types of opponents.

    2.Restricted, Quasi-Restricted, and Prohibited Cards: The combination of decks follows these rules.

    The limit is that each deck (including sub-decks) can only hold 1 card; Quasi-restricted cards are cards that can only hold 2 cards per group; A forbidden card is a card that cannot be used in an official OCG tournament. In addition, there can be no more than 3 cards of the same type in the deck for cards that are not within this range.

    3.Winning conditions: the opponent's LP is deducted (8000LP per person); If you have to draw a card and there is no card to draw, you will lose; Winners and losers are determined by special effects (e.g. Eczodia, Countdown to the End, Ouija Disk, etc.); A tie is awarded if both sides meet the conditions for victory.

    4.Battlefield Introduction: 5 squares in the monster area, used to place monster cards, the monster cards represented by the attack are placed vertically, and the monster cards represented by the garrison are placed horizontally.

    The magic trap area has 5 squares, and when the magic is activated, it must be placed on the side of the table. Also place the back in this area first, and wait for the corresponding time to activate it.

    5.Terrain card area 1 slot, used to place the activated terrain card (after Master Rule 3 comes out, the terrain magic cards of both sides can coexist). 1 extra deck area, Fusion, Harmony, and Excess Monsters are placed on the back of this grid, and the other party cannot confirm it.

    In addition, when the pendulum card is sent from the field to the graveyard, it will be placed on the front of the extra deck) 1 square in the excluded area, and the cards that are excluded due to various effects will be placed in this area. Deck area, where decks are placed.

    6.Duel process: Before the duel, decide who will start first, and generally use the method of guessing boxing.

    The two players shuffle the cards and each draw the first five cards from their deck. The order of card drawing starts with the first card on the face. (Master Rule 3: The player does not draw cards on the first turn of the first attack).

    The type of card. The game is divided into monster cards (usually monsters, effect monsters, ritual monsters, homology monsters, fusion monsters, and excess monsters).

    Magic Cards (Field Magic, Ritual Magic, Permanent Magic, Equipment Magic, Rush Magic, Normal Magic).

    Trap Cards (Counter Trap, Permanent Trap, Normal Trap).

    You can choose from a large number of cards that you like: usually monster cards, effect monster cards, ritual monster cards, magic cards, and trap cards with a total of at least 40 cards, and no more than 60 cards, and no more than 3 duplicate cards of the same card.

    Resources.

  6. Anonymous users2024-02-01

    In your turn, you'll start by drawing a card from the deck, and then you'll have a preparation phase where you can activate card effects and summon monsters. However, it should be noted that Trap Cards must be placed after they are covered before they can be activated, and cannot be activated on the same turn as they are covered. Magic cards can only be activated on their turn (Rush magic can be cast on the opponent's turn).

    Only 1 4-star monsters can be summoned directly, 5 6-star monsters need to be sacrificed with one monster on their field, and 7 stars or more require two sacrifices. There are two representations of summoned monsters, the attack representation (placed face up vertically in either box of Area "3"; The inside guard indication (the back side is placed horizontally upwards).

    After the preparation phase, you can choose to enter the battle phase, in which you can attack any monster on the opponent's field (the same monster can only attack once per turn).

    If the attacked monster is also an attack, the player with the highest attack wins, and the losing side deducts the health of part of the difference in the attack power of the monsters on both sides, and sends the monster to the graveyard.

    If the attack is on the inside of the garrison, first of all, the opponent must first change the card face up (keep it horizontally unchanged), then compare the attack power of your monster and the garrison power of the opponent's monster, if your attack power is higher than the garrison power of the opponent's monster, the opponent's monster is sent to the graveyard, without deducting health. If your attack is lower than the opponent's monster garrison, your monster does not need to be sent to the graveyard, but the difference in health will be deducted.

    Throughout the battle phase, both sides can unleash Trap Cards and their own Rush Magic.

    After the battle phase is over, you can have a preparation phase again, and when all is ready, you can declare the end of the round and move on to the opponent's turn. In this way, the one who knows that the health reaches zero first is a defeat.

  7. Anonymous users2024-01-31

    To put it simply, if you judge the winner or loser, it is the LP clearing, the card drawing, and the other 3 situations.

    At the beginning, the LP of both sides is 8000 The number of cards is 40 60 (the latest rules, it used to be 40 80, and the cards are of course their own group) The process is to draw cards (draw a card at this time) - the main process 1 (summon the monster to the field to cast magic cards and cover trap magic cards, but only one monster can be summoned when they meet) - battle stage (fight the monster and the other party's monster The other party can attack directly if there is no monster, and in special cases, you can also attack directly If the opponent is attacking, whichever side has the highest attack power wins The losing side is generally destroyed by the monster to go to the graveyard, and in other cases, it depends on the effect of the card, and then the LP is eliminated The amount of LP is the attack power of the attacking winning side - the attack power of the defeated side, basically all monsters can attack once) - the main process 2 (the same as 1, but the main process 1 summons the monster this round cannot be summoned) - end the process (and then continue the opponent's card drawing process).

    Note: 1Summoning monsters is divided into usual summoning, covering (usually summoning is the main process, the card has a picture side up, and the narrow side of the object is the other party, which is the attack representation; And the overlay is the horizontal card face down, at this time the attack is a defensive representation and the opponent does not know your cards), reverse summoning (the covered becomes the usual summon), special summoning (the effect of this look at the card).

    2.Usually when summoned and covered, it is like this: 1 4-star monsters can be summoned directly, 5 6 stars, and a monster can only be summoned if it is sent to the graveyard (it used to be called a sacrifice, now it is called liberation), and a monster above 7 stars is 2 The effect of special circumstances to see, for example, 3 god cards are 3 sacrifices.

    3.The magic card can be activated in the hand (to activate is to use the card effect) and the trap card must be covered on the field first until the opponent's stage in the next turn before it can be activated (that is, the covered round cannot be activated, and the quick attack magic card cannot be activated if it is covered in its own turn), and the speed of activation is (it cannot be activated below the speed), :( the fastest is 3) the inducement effect of counterattacking traps and monsters (followed by 2); Rush Magic: General Trap and Perpetual Trap (Perpetual means it doesn't disappear, otherwise it depends on the effect of the card) and then other types of magic and general monster effects (speed is 1).

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