Science Fair Project Encyclopedia
Duel Masters Trading Card Game
The Duel Masters Trading Card Game is a two-player collectible card game (CCG) jointly developed by Wizards of the Coast, Shogakukan, and Mitsui & Co., Ltd. . The card game is part of the Duel Masters franchise.
It was released in Japan in May of 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, where it has also done well. The game shares several similarities with Magic: The Gathering, the world's first collectible card game which was first published by Wizards in 1993. In fact, "duelmaster" was originally intended as an alternative tradename for Magic: The Gathering.
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". Whether this will be the norm remains to be seen, since Wizards of the Coast may add new rules and card types to increase the game's longevity.
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Game Play
In Dual Masters, two players play the role of duelists, using the art of kaijudo (the art of battling with giant monsters) to bring their creatures to life to do battle. Each player has 5 shields that protect them from damage; once these are gone, all it takes is one successful attack to win the duel. Also, if a player runs out of cards to draw from their deck, or library, when required, then that player loses. Players battle each other by playing mana, and then using that mana to summon creatures or cast spells, described below:
- Creatures: Creatures are summoned to attack the player's shields, and then the player themselves, for the win. There are many types of creatures, with different powers and abilities.
- Spells: When cast, spells do something for the player, then go to the graveyard, or used cards pile. Spells can do a variety of things, like give the player more shields, power up their creatures, etc.
In addition to the two card types, there are also different keyword abilities that the cards can have that alter what they can and cannot do:
- Blocker: Allows a creature to stop an attack from an opposing creature. For example, if a creature attacks one of your shields, you can use a creature with the Blocker ability to stop the attack. Sometimes this is specific to a given trait, e.g. a "fire blocker" can only block fire creatures.
- Double Breaker: Allows a creature to break two shields instead of the normal one.
- Power Attacker: Makes a creature more powerful when they attack. For example, a creature that has power 3000 and Power Attacker +2000 will deliver an attack of 5000.
- Shield Trigger: Allows a player to cast a spell from the shield zone without paying its cost.
- Slayer: Allows a creature to destroy another creature in battle, regardless of the other creature's power. For example, a 1000 power creature with slayer can battle and destroy a 5500 power creature. Sometimes this is specific to a given trait, e.g. a "nature slayer" can only use its slayer ability against nature creatures.
- Speed Attacker: Allows a creature to attack on the turn that it was summoned.
- Triple Breaker: Allows a creature to break three shields instead of the normal one.
Along with keywords, there are cards that have special mechanics. There are two mechanics in the game so far:
- Evolution: A creature mechanic that allows you to "evolve" a creature into a more powerful creature. This is done by placing the "evolved" creature on top of the original. Both the original and "evolved" creature must be of the same type (human, dragonoid, etc.)
- Survivor: A creature mechanic that allows your survivor creatures to share abilities with other survivor creatures.
Certain creatures have abilities that can only be used if the creature is tapped. This is represented by a "tap" symbol, followed by the ability itself. A creature that is tapped to use its ability cannot be used to attack.
Each player begins the game with a hand of 5 cards. The play area is divided up into the following sections:
- Shield Zone: This is where the cards representing the player's shields are kept. Players start with 5 shields, all placed face down, one next to the other. When an opposing player breaks a shield, the player takes the card and places it in their hand.
- Battle Zone: This is where summoned creatures are placed. The battle zone is above the shield zone.
- Mana Zone: This is where cards used to draw mana are placed. It is below the shield zone.
- The Library: This is where the player's deck is placed, face down. It is to the right of the shild zone.
- The Graveyard: This is where the player's used spell and destroyed creature cards are kept, face up. It is to the right of the library.
Once the cards are setup, players take turns adding cards to their mana zone, playing creatures and spells, and attacking the opposing player's shields.
During their turn, a player draws a card from their library. Only one card may be drawn per turn. The player who starts the duel does not draw on their first turn.
The player can then add any card in their hand to their mana zone. The card is placed upside-down, to signify that it can only be used for mana. Cards in the mana zone may be tapped (turned sideways) to generate mana of that card's color (red cards generate red mana, green cards generate green mana, and so on). When paying for a creature or spell that costs more than one mana, at least one mana must be of the same color as the creature or spell. Once tapped, the cards stays tapped until the player's next turn. Only one card can be added to the mana zone per turn.
Once the player has enough mana, they can play spells or summon creatures. Spell effects happen immediately, and then are placed in the graveyard. A summoned creature is placed in the battle zone.
Once the player has creatures, they can be tapped to show they are attacking. A player can attack the opposing player's shields, or one of their tapped creatures. A player can stop an attacking creature with a creature that has the Blocker ability. Creatures cannot attack on the same turn they were summoned. This is called "summoning sickness".
When a shield is successfully destroyed, the player takes the card and adds it to their hand. If the card has the Shield Trigger ability, they can cast the spell immediately for no cost. If they decide not to cast it, they may cast it during any of their turns as usual by paying for its cost.
Once a player's shields are gone, they will lose the duel if they are successfully attacked once. The player can also lose the duel if they run out of cards, and must draw.
Building Decks
A player must have at least 40 cards in their deck. Players can purchase booster packs to increase the number of cards they have. Expansions are sets of cards that build upon the foundation laid out by the base set, the original set of cards released. At the time of this writing, boosters are available for the following expansions:
- Base Set: The original set of 110 cards.
- Evo-Crushinators of Doom: This set introduces the Evolution mechanic.
- Rampage of the Super Warriors: This set includes powerful creatures.
- Shadowclash of Blinding Light: This set has more Light and Darkness cards than the previous sets.
- Survivors of the Megapocalypse: This set has even more powerful creatures, and introduces the Survivor mechanic.
- Stomp-a-Trons of Invincible Wrath: This set introduces creatures with "Tap" abilities. These are abilities that activate when the creature is tapped.
The 5 Civilizations
Duel Master cards represent five different civilizations. Each civilization has their unique strenghts and weaknesses. The five civilizations are:
- Water: The Water Civilization is composed of sunken, technologically advanced cities. The Water races include: Cyber Clusters, Cyber Lords, Cyber Virus, Earth Eaters, Fish, Gel Fish, Leviathans, Liquid People, and Sea Hackers. Water works well with Darkness and Light, and is opposed by Fire and Nature.
- Nature: The Nature Civilization is a savage world of never-ending forests. The Nature races include: Balloon Mushrooms, Beast Folk, Colony Beetles, Giant Insects, Giants, Horned Beasts, Mystery Totems, Snow Faeries, and Tree Folk. Nature works well with Light and Fire, and is opposed by Water and Darkness.
- Light: The Light Civilization is located high among the clouds in celestial structures. The Light races include: Angel Commands, Berserkers, Gladiators, Guardians, Initiates, Light Bringers, Mecha Thunders, Rainbow Phantoms, and Starlight Trees. Light works well with Nature and Water, and is opposed by Fire and Darkness.
- Darkness: The Darkness Civilization is located underground, with an evil and poisoned landscape. The Darkness races include: Brain Jackers, Chimeras, Dark Lords, Death Puppets, Demon Commands, Devil Masks, Ghosts, Hedrians, Living Dead, and Parasite Worms. Darkness works well with Fire and Water, and is opposed by Nature and Light.
- Fire: The Fire Civilization is located in a volcanic and battle-torn land ruled by those with the most power. The Fire races include: Armored Dragons, Armored Wyverns, Armoloids, Dragonoids, Dune Geckos, Fire Birds, Humans, Machine Eaters, Rock Beasts, and Xenoparts. Fire works well with Nature and Darkness, and is opposed by Light and Water.
Tournaments
Like Magic: The Gathering, Wizards of the Coast also hosts tournaments for Duel Master players. Players can go to their local card shops and participate in these tournaments, called JDC Tournaments. Tournaments are governed by the DCI, the same body that governs Magic: The Gathering tournaments.
See also
External link
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