The Ledger

Rules of the Arena

Official duel rules — synced with the live server engine. General questions? See the FAQ.

1

Objective

Yugi Fun is a fast 1v1 duel played with the 100-card YugiFun memecoin set. Each player starts with 8,000 Life Points. Summon monsters and attack to drop your opponent's Life Points to 0. Most matches finish in 5–20 minutes.

2

Board & Setup

  • A coin flip decides who goes first (server-controlled randomness).
  • The player on the play opens with 5 cards.
  • The player on the draw opens with 6 cards to offset first-turn tempo.
  • Decks must contain exactly 30 cards with copy limits enforced at match start (max 2 per card; Legendary/Mythic/Meme Relic max 1).
  • You may control up to 5 monsters on your field at once.
  • Your hand can hold up to 10 cards; draws past that are burned.
3

Anatomy of a Turn

On your turn, in order:

  1. Draw a card from your deck — except the very first turn of the game (the opening player skips their first draw).
  2. Gain energy. Your maximum energy rises by 1 (up to 10) and refills.
  3. Main phase. Play any cards you can afford and declare attacks, in any order.
  4. End turn — passing priority to your opponent. There is also a per-turn timer (75 seconds); if it runs out, your turn ends automatically.
4

Energy

Energy is your per-turn currency. You begin your first turn with 2 energy, and your maximum grows by 1 each turn up to a cap of 10, refilling fully at the start of your turn. YugiFun cards cost between 2 and 7 energy depending on their power tier.

5

Playing Cards

  • Monsters are summoned to an open field slot and gain Attack/Health from the card.
  • A freshly summoned monster is summon-sick and cannot attack until your next turn — unless it has Surge.
  • Spells, Relics, and Energy resolve their effect immediately, then go to your graveyard.
  • Cards that need a target prompt you to pick one when played.
6

Combat & Targeting

  • Declare an attack with any of your ready (non-sick) monsters.
  • You may attack an enemy monster or strike the opponent directly (their face).
  • When two monsters fight, each deals its Attack to the other's Health simultaneously. A monster at 0 Health is destroyed.
  • If the defender controls a Ward unit, you must attack a Ward first.
  • Pierce spills leftover damage onto the opponent when it over-kills a blocker.
  • Leech heals you for damage its unit deals.
7

Card Abilities

Every card has a printed ability on its detail page in the Card Library. All 100 cards have runnable engine scripts. Supported triggers:

  • On Summon — fires when the monster enters the field.
  • On Destroy — fires when the monster is destroyed or sacrificed.
  • On Attack — fires when the monster declares an attack.
  • Direct Attack — fires when the monster attacks the opponent directly.
  • Battle Destroy — fires when this unit destroys an enemy in combat.
  • Battle Survive / Battle Damage — fires after combat resolves.
  • End Phase — fires at the end of your turn while the monster is on the field.
  • Activated — once per turn; click Activate on your unit during your Main Phase.

Units can be in Attack or Defense position. Defense halves counter-attack damage and enables position-based abilities. Combat uses ATK for damage and HP as the health pool. Complex clauses (tokens in a separate zone, full negation chains, tribute costs) resolve as simplified effects where noted on the card script.

8

Playthrough

A quick example of how an opening plays out:

  1. Coin flip. The server picks who goes first. The first player draws 5 cards and does not draw on turn 1.
  2. Turn 1 (first player). With 2 energy, summon a low-cost unit like SIGMA. It is summon-sick, so end the turn.
  3. Turn 2 (second player). They opened with 6 cards and draw normally.
  4. Turn 3 (first player). Energy is now 3. Summon PEPE; its On-Summon draws a card. SIGMA attacks face for damage.
  5. Mid game. Trade monsters — ATK vs HP. SHIBA burns on battle destroy.
  6. Closing. Swing for lethal, dropping the opponent to 0 Life Points.

Ready to try it? Start a duel on the Game Modes page.

9

Keyword Glossary

Surgepassive

A Surge monster ignores summoning sickness. It may declare an attack on the same turn you play it, instead of waiting until your next turn.

🛡️
Wardpassive

While you control one or more Ward units, your opponent must target a Ward unit with attacks before they can hit your other units or strike you directly.

🗡️
Piercecombat

When a Pierce unit attacks and destroys an enemy unit, any leftover damage beyond that unit's remaining health spills over and hits the opposing player.

🩸
Leechcombat

Whenever a Leech unit deals combat damage, you recover that much health (up to your starting maximum).

💀
Echoon death

When an Echo unit dies, it leaves a parting effect — such as drawing a card or dealing damage — described on the card itself.

Channelon play

A Channel unit fires a one-time effect the moment it enters the field — such as healing you — described on the card itself.

10

Card Types

Monster

A creature you summon to a field slot. It has Attack and Health and can fight.

Spell

A one-shot effect that resolves immediately, then goes to the graveyard.

Reaction

A spell-like card designed to respond to the opponent (expands in Phase 2).

Energy

A ramp card that grants bonus energy this turn to enable bigger plays.

Relic

An artifact effect — typically a lasting buff applied to one of your units.

Fusion

A premium combined monster (deck-building expands in Phase 2).

Meme Chaos

A wild high-impact monster celebrating meme culture, often with stacked keywords.

11

Rarities

Common

The backbone of every deck. Reliable, efficient bodies and effects.

Rare

Stronger stats or a meaningful keyword. Solid mid-game value.

Epic

Game-shaping units with powerful keywords.

Legendary

Marquee finishers that can take over a board.

Mythic

The rarest pulls — colossal stats and dramatic effects.

Meme Relic

One-of-a-kind chaos cards born from legendary memes.

12

Elements

🔥
Pyro

Aggressive fire — high damage and Pierce.

🌊
Aqua

Defensive tides — durable Ward bodies.

🌪️
Gale

Fast wind — Surge tempo and card draw.

⛰️
Terra

Stoic earth — towering defense and Ward.

Volt

Crackling lightning — Leech sustain.

🌑
Umbra

Shadow — glass-cannon bodies with Echo payoffs.

☀️
Lumen

Radiant light — Channel healing.

Neutral

Colorless utility — spells, relics, and energy.

13

Winning the Duel

  • Reduce your opponent to 0 health to win immediately.
  • If a player must draw from an empty deck, they take escalating fatigue damage instead.
  • If the match timer expires, the winner is decided by points (health + board ATK/HP). A tie is a draw.
  • If your opponent disconnects for too long during a match, you win by abandonment.
14

Game Modes

  • Practice — learn the ropes against an AI; no wallet required.
  • Casual — public lobbies; wallet optional; match history saved.
  • Ranked — ladder play (Phase 2).
  • Reward — 10-minute 1v1 duels; winners receive 1% of the vault balance (wallet required).
  • Tournament & Boss Raid — coming soon.
15

Rewards & Fairness

The entire game is server-authoritative: every move is validated on the server, and your client never sees your opponent's hidden cards. Rewards are funded by a token-fee pool — never by player deposits or player-vs-player betting.

  • Reward matches are fixed at 10 minutes and require a connected wallet.
  • Winners receive 1% of the current vault balance, paid automatically to their wallet.
  • A vault bot monitors match results and sends payouts from the treasury wallet — no manual approval queue.
  • The vault launches with 10M $YUGI; buybacks refill the pool when needed.
  • Anti-abuse checks and daily/weekly caps still protect the pool from farming.

More questions? Visit the FAQ.