Rules of the Arena
Official duel rules — synced with the live server engine. General questions? See the FAQ.
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.
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.
Anatomy of a Turn
On your turn, in order:
- Draw a card from your deck — except the very first turn of the game (the opening player skips their first draw).
- Gain energy. Your maximum energy rises by 1 (up to 10) and refills.
- Main phase. Play any cards you can afford and declare attacks, in any order.
- End turn — passing priority to your opponent. There is also a per-turn timer (75 seconds); if it runs out, your turn ends automatically.
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.
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.
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.
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.
Playthrough
A quick example of how an opening plays out:
- Coin flip. The server picks who goes first. The first player draws 5 cards and does not draw on turn 1.
- Turn 1 (first player). With 2 energy, summon a low-cost unit like SIGMA. It is summon-sick, so end the turn.
- Turn 2 (second player). They opened with 6 cards and draw normally.
- Turn 3 (first player). Energy is now 3. Summon PEPE; its On-Summon draws a card. SIGMA attacks face for damage.
- Mid game. Trade monsters — ATK vs HP. SHIBA burns on battle destroy.
- Closing. Swing for lethal, dropping the opponent to 0 Life Points.
Ready to try it? Start a duel on the Game Modes page.
Keyword Glossary
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.
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.
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.
Whenever a Leech unit deals combat damage, you recover that much health (up to your starting maximum).
When an Echo unit dies, it leaves a parting effect — such as drawing a card or dealing damage — described on the card itself.
A Channel unit fires a one-time effect the moment it enters the field — such as healing you — described on the card itself.
Card Types
A creature you summon to a field slot. It has Attack and Health and can fight.
A one-shot effect that resolves immediately, then goes to the graveyard.
A spell-like card designed to respond to the opponent (expands in Phase 2).
A ramp card that grants bonus energy this turn to enable bigger plays.
An artifact effect — typically a lasting buff applied to one of your units.
A premium combined monster (deck-building expands in Phase 2).
A wild high-impact monster celebrating meme culture, often with stacked keywords.
Rarities
The backbone of every deck. Reliable, efficient bodies and effects.
Stronger stats or a meaningful keyword. Solid mid-game value.
Game-shaping units with powerful keywords.
Marquee finishers that can take over a board.
The rarest pulls — colossal stats and dramatic effects.
One-of-a-kind chaos cards born from legendary memes.
Elements
Aggressive fire — high damage and Pierce.
Defensive tides — durable Ward bodies.
Fast wind — Surge tempo and card draw.
Stoic earth — towering defense and Ward.
Crackling lightning — Leech sustain.
Shadow — glass-cannon bodies with Echo payoffs.
Radiant light — Channel healing.
Colorless utility — spells, relics, and energy.
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.
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.
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.
