[ Yuusei doesn't mind the questions at all. In fact, they only help him explain things a little better - it's different explaining the game to someone who's never seen anything of it than it is to someone who's at least watched a duel or two. Really, this is a good thing to help keep his mind off of missing his friends. ]
The symbols are Attributes of the Monster. There are six of them; Dark, Light, Earth, Wind, Water and Fire. Some people build decks based on just the attributes of the Monsters alone, since there are cards that affect Monsters of specific Attributes.
As for the text under their pictures, there are a few different things that go there. In brackets, it tells you what the Monster type is, and if it's an Effect Monster or a Tuner Monster like Junk Synchron is. There are twenty-three different types, but you'll probably only ever see twenty-one of them. The other two belong to cards that have been long lost so they can't be used again, and they have their own special Attribute, too. I mostly use Warrior- and Machine-Types, as well as a few Dragon-Types, and my Spell and Trap cards support those types most times, too.
The rest of the text typically describes an effect that the Monster has, like certain summoning conditions or something that it can do once it's summoned.
[ It's... been a long time since he's ever talked this much, but he takes a moment to think of how to answer the next questions without saying too much again. ]
That's exactly it. There are also different kinds of Spells and Traps. There are more types of Spell Cards than Traps, though. You have Normal Traps, Continuous Traps, which remain on the field until they're destroyed by a card effect, and Counter Traps, which can't be countered by anything other than other Counter Trap Cards. The thing about Trap Cards is that you have to Set them face-down in your Spell & Trap Card Zone, and they can't be activated until the current turn is over.
With Spell Cards, there are Normal and Continuous Spells, like Traps, but there are a lot more. Your Field Spell Cards are used to create an effect that helps your deck out, but it can also benefit the opponent, depending on the Field Spell. Quick-Play Spells are cards that can be activated from the hand during any Phase of the player's turn, as well as the opponent's turn if the card is Set. Equip Spells are those that can be equipped to a Monster, and Ritual Spells are used for the summoning of a Ritual Monster.
And something that's come up several years ago are Speed Spells. There's a certain Field Spell called Speed World that only allows Speed Spells to be the Spell Cards activated during that duel. Speed World and Speed World 2 are typically used for Riding Duels, though.
[ ... So much for trying to keep the explanation short. Yuusei seems pleased though. ]
video; asdjla oh my god I'm so sorry it's so long. ;~;
The symbols are Attributes of the Monster. There are six of them; Dark, Light, Earth, Wind, Water and Fire. Some people build decks based on just the attributes of the Monsters alone, since there are cards that affect Monsters of specific Attributes.
As for the text under their pictures, there are a few different things that go there. In brackets, it tells you what the Monster type is, and if it's an Effect Monster or a Tuner Monster like Junk Synchron is. There are twenty-three different types, but you'll probably only ever see twenty-one of them. The other two belong to cards that have been long lost so they can't be used again, and they have their own special Attribute, too. I mostly use Warrior- and Machine-Types, as well as a few Dragon-Types, and my Spell and Trap cards support those types most times, too.
The rest of the text typically describes an effect that the Monster has, like certain summoning conditions or something that it can do once it's summoned.
[ It's... been a long time since he's ever talked this much, but he takes a moment to think of how to answer the next questions without saying too much again. ]
That's exactly it. There are also different kinds of Spells and Traps. There are more types of Spell Cards than Traps, though. You have Normal Traps, Continuous Traps, which remain on the field until they're destroyed by a card effect, and Counter Traps, which can't be countered by anything other than other Counter Trap Cards. The thing about Trap Cards is that you have to Set them face-down in your Spell & Trap Card Zone, and they can't be activated until the current turn is over.
With Spell Cards, there are Normal and Continuous Spells, like Traps, but there are a lot more. Your Field Spell Cards are used to create an effect that helps your deck out, but it can also benefit the opponent, depending on the Field Spell. Quick-Play Spells are cards that can be activated from the hand during any Phase of the player's turn, as well as the opponent's turn if the card is Set. Equip Spells are those that can be equipped to a Monster, and Ritual Spells are used for the summoning of a Ritual Monster.
And something that's come up several years ago are Speed Spells. There's a certain Field Spell called Speed World that only allows Speed Spells to be the Spell Cards activated during that duel. Speed World and Speed World 2 are typically used for Riding Duels, though.
[ ... So much for trying to keep the explanation short. Yuusei seems pleased though. ]