Duel Masters Trading Card Game

Duel Masters Trading Card Game
Designer(s) Mike Elliott, Charlie Catano, and Tyler Bielman
Publisher(s) Wizards of the Coast
Players 2 or 4
Playing time Approx 20 min
Random chance Some
Skill(s) required Card playing
Arithmetic
Basic Reading Ability
Strategy

The Duel Masters Trading Card Game is a two-player or two vs. two team collectible card game (CCG) jointly developed by Wizards of the Coast, Shogakukan, and Mitsui & Co. The card game is part of the Duel Masters franchise.

The game was released in Japan in May 2002, where it quickly became the number one selling trading card game for over a year. Due to this popularity, it was released in the United States on March 5, 2004. The game shares several similarities with Magic: The Gathering, the world's first collectible card game, which was also published by Wizards of the Coast. In fact, Duelmasters was originally intended as an alternative tradename for Magic: The Gathering and the earlier game play was abandoned in the Duel Masters manga plot to promote this latest experience.

As in Magic: The Gathering, Duel Masters players summon creatures and cast spells using mana. Key differences include the fact that all creatures and spells can act as mana producers, creatures cannot block attacking creatures without having the "blocker" ability, and that creatures only have one "power" statistic. Furthermore, duelists have shields in the form of cards that go to their hand when "broken" as opposed to Magic's "life points". Due to the popularity of Duel Masters, four video games (three released for the Game Boy Advance and the other for the PS2) based around the game have been produced, titled Duel Masters: Kaijudo Showdown, Duel Masters: Sempai Legends, Duel Masters: Shadow of the Code for the GBA and Duel Masters: Cobalt for the PS2.

Fans of Duel Masters around the world support player-organized tournaments and also unofficial national championships. The community centers on two main forums internationally which contain translations for Japanese cards. Because Duel Masters is the most successful TCG in all Asia, a new booster set is released every two months, and new theme decks every three months.

As of December 2006, the English sets of Duel Masters were discontinued by Wizards of the Coast due to weak sales and is now being hosted by Takara Tomy in Japan.[1] However in June 2012, Wizards of the Coast relaunched Duel Masters under a new franchise named "Kaijudo: Rise of the Duel Masters". Based on the existing Duel Masters brand, Kaijudo features an online game, trading card game, and a television series.[2][3] The product was cancelled a second time in 2014.

Game Play

In Duel Masters, two players play the role of duelists, using the "art" of "kaijudo" (a marketing term created for the North American version which supposedly describes the "art of battling with giant monsters" to bring their creatures to life to do battle. Players battle each other by placing cards into their respective "mana zones", then using that mana to cast spells or summon creatures into the battle zone.)

Each player has five shields that protect them from damage; once these are gone, it takes one successful attack to win the duel. When a player's deck runs out of cards, that player automatically loses the duel.

A player must have at least a minimum of 40 cards in their deck. Players can purchase booster packs to increase the number of cards they have in their collection. Expansions are sets of cards that build upon the foundation laid out by the base set, the original set of cards released. Boosters are available in English for the first 12 sets, and Japanese for all for the following expansions:

Types of Cards

Card Rarity

The symbol for a card's rarity is marked in the bottom right corner of the face-up side:

List of Card Mechanics

This is a list of the different Card Mechanics or effects that a creature, spell, cross gear or fortress may have:

Civilizations

Duel Masters cards represent the 5 different civilizations (Light, Water, Darkness, Fire, Nature) in the Duel Masters creature world.

Each of the civilizations has a zone which most cards of that civilization affect.

Light

The Light civilization focuses mainly on adding shields, tapping and untapping creatures, and summoning low-mana high-power blockers. Many such blockers cannot attack players. A few cards are designed specifically to counter creatures and spells from other civilizations, especially Darkness and Fire. Light also has many creatures with the effect "This creature can't be chosen by your opponent."

Races in the Light Civilization

Apollonia Dragon, Berserkers, Cosmo Walkers, Gladiators, Guardians, Initiates, Light Bringers, Mecha Del Sols, Mecha Thunders, Rainbow Phantoms, Shine Monsters, Shining Command Dragon, Soltroopers, Starlight Trees and White Command Dragon.

Water

Water focuses mainly on drawing cards, returning creatures from the battle zone to hand, changing or returning cards from the mana zone, low power unblockable creatures, good creatures costing high mana, mid range blockers which cannot attack at all, seeing of hand and shields, searching through deck, changing shields and unattackable creatures (shared with Fire Civilization). Water cards aid blockers and creatures from Water, Light and Darkness civilizations. Some Water cards directly penalize Fire creatures. As many Water cards allow the player to draw more cards, a long battle can result in his defeat, as the player's deck runs out.

Races in the Water Civilization

Blue Command Dragon, Blue Monsters, Cyber Commands, Cyber Clusters, Cyber Lords, Cyber Moons, Cyber Viruses, Earth Eaters, Fishes, Gel Fishes, Leviathans, Liquid Peoples, Merfolks, Poseidia Dragons and Sea Hackers.

Darkness

Darkness Civilization mainly concentrates on destroying creatures. Powerful creatures usually require a higher mana or a sacrificing act to be summoned. The civilization features many cheap and weak creatures, blockers most of which cannot attack players, creatures having "Slayer" or card effects which can make other creatures "Slayer", cards specifically designed to penalize decks focused on light and nature civilization, discarding cards from opponents hand, self destructing or sacrificing creatures regardless of battle's outcome, sacrificing own creatures, mana or shields for additional benefit, returning a creature from the graveyard, creatures and card effects which allows the user to destroy opponent's creatures, milling from opponent's and/or own deck and picking up one's own shields (may or may not allow Shield Trigger abilities).

Races in the Darkness Civilization

Black Command Dragons, Brain Jackers, Chimeras, Dark Lords, Dark Monsters, Demon Commands, Death Puppets, Devil Masks, Gargoyles, Ghosts, Hedrians, Living Deads, Pandora's Boxes, Parasite Worms and Zombie Dragons (Dragon Zombies are a mistranslation of Zombie Dragons).

Fire

Fire focuses on low-power, low-mana creatures as swift attackers. This civilization contains no blockers. Fire has a lot of Dragon support, as well as Speed Attacker, Power Attacker (shared with Nature), attacking if able, power-limited creature destruction, blocker and mana destruction, putting shields into graveyard, untapping after winning battles, unattackable creatures (shared with Water), breaking extra shields, taking extra turns, searching and reducing the costs of cross gears effects. A pure Fire deck tends to struggle against a well-designed pure Light deck or other mixed decks. Therefore, many fire cards are designed to aid Armored Dragons, as well as to be used along Nature and Darkness cards, and vice versa. A few Fire cards directly penalize blockers and creatures from Light and Water civilizations.

Races in the Fire Civilization

Armored Dragons, Armored Wyverns, Armorloids, Big Muscles, Dragonoids, Dune Geckos, Fire Birds, Feathernoids, Flame Commands, Flame Monsters, Humans, King Command Dragons, Machine Eaters, Melt Warriors, Red Command Dragons, Rock Beasts, Volcano Dragons and XenoParts.

Nature

The Nature Civilization focuses on mana increasing, high cost and power ratio creatures, searching deck for creatures, power limited unblockability, moving creatures from/to mana zone, creatures that break shields when blocked, forcing blockers to block, creature/spell cost reduction and shield trigger canceling effects. This civilization contains no blockers except one Phoenix, "Supernova Bigbang Anstathis".

Races in the Nature Civilization

Ballon Mushrooms, Beast Folks, Colony Beetles, Earth Dragons, Emerald Monsters, Gaia Commands, Giant Insects, Giants, Horned Beasts, Mystery Totems, Snow Faeries, Tree Folks, Wild Veggies and Wonder Tricks.

Multicolored

Multicolored are a combination of two or more civilizations. They are distinguished by a multicolored card (hence the name multicolored) frame. Races exclusive to multicolored are: Creators, Devil Command Dragon, Gods, Naga, Pegasus, Phoenixes, Rainbow Command Dragons, Soul Command, Spirit Quartz, Starnoid, Sumo Wrestler Command, Sumo Wrestler Command Dragon, World Birds, World Command and World Dragons.

Zero

Zero was a new civilization introduced in DMR-05 Episode 2: Golden Age. They are not a civilization, so much as a lack of civilization. Players don't need to tap Zero cards in the mana zone to use Zero cards. They are represented by a crystal like six-headed star symbol in their mana number.

Others

There are some cards in the Japanese OCG that do not belong to a certain civilization. For example, Aqua Holy is a pure-light Liquid People. It means that races are not always limited to specific civilizations. There are some races that belongs to more than one civilization. They are: Aliens, Arc Seraphims, Brave Spirits, Deep Marines, Dreammates, Dynamos, Eggs, Grand Devils, Great Mecha Kings, Gods, Hunters, Knights, Lunatic Emperors, Luna's Sun Kaisers, Machine Heros, Origins, Phoenixes, Saint Heads, Samurais, Shinobis, Survivors, Tyranno Drakes, Unknowns, Unnoises and Vehicle Bees.

References

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