Yu Gi Oh Solo
Yu Gi Oh Solo
Yu Gi Oh Solo
This is a solitaire variation of Yu-Gi-Oh. In most solitaire games, the player is subjected to certain
challenges, the most common ones being a time/turn limit, a specialized AI, or eventual defeat, where the
main goal is just to accumulate the most amount of points possible. This particular game has a bit of the
those three adversaries. In this variation, most of your plays will be checked with a die roll to see if your
plays make it through. There will be a set turn limit (which can be increased or decreased to change
difficulty), and the main goal of the game will be to gain the most amount of points possible. And like in
an actual duel, there will be times where you thrive and gain mass amounts of points, and then there will
be times where you're barely hanging on and just making it by the skin of your teeth. But enough of this,
let's actually figure out how to play!
What You'll Need to Play:
-A deck of your choice.
-A 6-sided die
-A way to keep score (calculator, pen & paper)
-A way to keep track of turns (10-sided die, counters, write it down)
Each turn is comprised of the same phases that a regular game of Yu-Gi-Oh has, except there's an added
phase after the End Phase called the Opponent Phase.
Draw Phase:
1. If it's the first turn, set the Turn Counter to 1. Otherwise, increase the Turn Counter by 1.
2. Draw a card.
Standby Phase:
• If you play a Spell or a Trap, or Special Summon a monster during the Standby Phase (e.g.
Treeborn Frog), then roll the die. On a 5 or 6, the activation or summon is negated.
Main Phase 1:
• When you Normal Summon a monster, if its attack is under 2000, then the summon is allowed.
If the normal summoned monster has 2000 or more attack, then roll the die: on a 5 or 6 the
summon is negated.
• Whenever you Special Summon a monster, roll the die. The summon is negated if the roll is 5 or
6.
• If you summon a monster when you already control 2 or more, and the die roll shows 6, then
destroy all monsters as if your opponent activated "Torrential Tribute" (obviously if the monster
ruling states that it wouldn't be destroyed by this effect, then it stays on the field).
• If you activate a Spell or a Trap, then roll the die. On a 5 or 6, the Spell/Trap is negated. If the
Trap was a Counter-Trap, then only a roll of 6 will negate its activation.
• If you play cards that would eliminate set Spells and Traps, then you gain bonuses. If the card
played was a card that would destroy 1 Spell or Trap (e.g. Mystical Space Typhoon, Dust
Tornado), then you get a +1 bonus for the rest of the turn (this bonus is only gained provided you
"targeted" one of the opponent's Spells/Traps, and as long as it succeeded the dice check).
• If you play a card or cards that destroy more than 1 of the opponent's Spells and Traps (e.g.
Heavy Storm, 2x Mystical Space Typhoon), then you gain a +2 bonus (once again, the spells
must succeed the dice check to gain the bonus).
• If you have a +1 bonus for the turn, then all dice checks need to be 6 to negate your effects and
summons, and Counter-Traps would succeed immediately.
• If you have a +2 bonus for the turn, then all summons and effects succeed automatically, without
any checks necessary.
• Cards that would eliminate the opponent's monsters (e.g. Dark Hole, Smashing Ground) can still
be played, and will eliminate the opponent's Defense for the turn (more on that later)
• If you set a Spell or Trap, then you have 2 turns to use it, or else it will be destroyed at then end
of the 2nd turn.
Battle Phase:
1. Mirror Force check: Before making an attack, roll the die. On a 6, destroy all face-up attack-
position monsters you control. Skip this step if you have failed the Mirror Force check before on
an earlier turn.
2. Attacking:
• The monster with the highest ATK must attack first.
• If there are any monsters who are capable of attacking afterwards, then they would attack
with the next highest ATK value attacking next.
• If there is ever a tie between ATK values, then you can choose which will attack first.
• The first monster that attacks does not score. If you only control one monster, then you
will not score for the turn.
• Starting with the second attacking monster, add the ATK value to your score.
• If during your Main Phase you succeeded in a monster destruction effect, then all
attacking monsters will score this turn.
3. Sakuretsu checks: If an attacking monster has more than 2000 ATK, then roll the die. On a 5,
destroy the attacking monster, and do not score (Sakuretsu Armor was activated). If the roll is a
6, then banish the attacking monster (Dimensional Prison was activated).
Main Phase 2
Same as Main Phase 1.
End Phase
Opponent Phase
1. Lightning Vortex check: If you control 3 or more face-up monsters at this point, roll the die. On a
6, destroy all face-up monsters you control. If you have a Trap that can negate this, then you may
activate it.
2. Monster Destruction:
• If you control 1 monster with less than 2000 ATK (if in attack position) or 2000 DEF (if
in defense position), destroy it.
• If you control 2 monsters with less than 2000 ATK or DEF, then destroy them.
• If you control 3 or more monsters with less than 2000 ATK or DEF, then destroy 2 in the
following order: Attack position monsters first, lowest ATK first, then face-up defense-
position monsters with lowest DEF first, then face-down cards from left to right
(example: You have a face-up Skull Servant in attack position, a Zombie Master in attack
position, a Lyla, Lightsworn Sorceress in face-up defense position, and a Mezuki in face-
down defense position; Skull Servant would be destroyed first, followed by Zombie
Master, Lyla and Mezuki would survive).
• If this is the first turn that a monster with 2000+ ATK is up on the field, then it will
survive. If it is the second successive turn it has been up, then it is destroyed.
• If you have any traps face-down that would destroy a monster that attacks (e.g. Sakuretsu
Armor), then you can activate it. If it succeeds the dice check, then you can save 1 card of
your choice from destruction. If the set card was Mirror Force or something akin to that,
then all your monsters are saved from destruction this turn.
• If you control no monsters and have no way of protecting your Life Points from two
consecutive direct attacks, then give yourself a flag and continue. If you already have a
flag, and no way to protect your Life Points again, then the game ends immediately,
regardless of the turn number.
• HOWEVER, if you have a Battle Fader, Swift Scarecrow or a hand trap that would stop
an attack, then proceed without gaining a flag (or ending the game if you have a flag
already).
• The bullet above also applies to Gorz and Tragoedia, however, if their Special Summon is
negated, then you wold earn a flag as your field remained empty in the end.
• If you have a Trap or series of Traps that could stop a direct attack, then you do not
obtain a flag, unless those Traps are negated.
2. The turn then ends, and play continues with the Draw Phase.
3. If it is the 10th turn, then the game ends.