Subject: Review of "The Sacred Cards" game The new Yu-Gi-Oh game for Game Boy Advance is on the shelves. I got a copy yesterday (Wednesday, 11-5). Here are my first impressions of "The Sacred Cards": 1. First and foremost, this is NOT A RE-CREATION OF THE TRADING CARD GAME! The Worldwide Edition is still the best video game that simulates the actual trading card game. The dueling system in The Sacred Cards is slightly different (I'll explain later). 2. The storyline surrounding the duels is better. It follows the Battle City story, beginning as the tournament begins. You can walk around on the map, talk to people, challenge them to duels, explore different rooms, and run really fast. You start with only a small section of the total playing area available, but as you beat more duelists, it unlocks more areas. 3. You earn money by beating duelists. You can use this money to buy cards at the card shop. But buying the cards doesn't mean you can use them (see parts 4 and 5 below). 4. First, each card has a cost towards your deck. This is different than how much money you pay for it. The "cost" of each card is a number that basically tells you how good the card is. Now, your deck has a maximum total cost, called your deck capacity. When you begin, your deck capacity is pretty low. That makes it difficult to include good cards even if you have them because you have to keep the total cost of your deck below your deck capacity. For example: a) I have several 900 ATK monsters in my deck. I think most 900 ATK monsters have a cost of 72. b) My deck capacity is full. The sum of the costs of all the cards in my deck equals my deck capacity. c) I get a 1200 ATK monster from the shop. It has a cost of 121. d) I want to put in my 1200 ATK monster and take out a 900 ATK, but I can't. I can't take out a monster with a cost of 72 and add a monster with a cost of 121 because that would exceed my deck capacity. e) So I have to take out TWO 900 ATK monsters (total cost 144) and add a 1200 ATK monster (cost 121) and another terrible monster with a cost of 23 or less, like Skull Servant. Your deck capacity increases as you win more duels, so as time goes on you can include more and more high-cost cards. 5. But there are more limitations! You have a duelist level (sort of like experience points in an RPG). This determines which cards you are experienced enough to use and which you aren't. If your duelist level is lower than the "cost" of a particular card, you can't put it in your deck! You can purchase good cards from the shop or win them from other players, but you have to leave them in your trunk until your duelist level is above the cost of the card. For example: I have a duelist level of 138. I got a Dark Magician. Dark Magician has a cost of 20 (a cost of 20 is really low - the game understands that a two-tribute level 7 monster is not very good). Because the Dark Magician's cost of 20 is lower than my duelist level of 138, I can put Dark Magician in my deck and use it. But I got a Jinzo too. Jinzo has a cost of 238. I am not yet experienced enough to put Jinzo in my deck, so it remains in my trunk. As you duel more and more, you gain experience and increase your duelist level, allowing you to use better cards with higher costs. You start with a duelist level of 72. That pretty much means the highest ATK you can use at the beginning is 900. I had to win some duels before I could use 1200 ATK cards. 6. Your deck must contain 40 cards. No more, no less. That's fine with me. 7. The dueling system resembles the card game we know, but it's not quite the same. a) There are five monster zones and five spell/trap zones, and you start with 8000 LP. b) You can play monsters in attack or defense mode. c) Some monsters have effects, but you have to choose to use their effect instead of having them attack or turn into defense mode. d) The sacrifice rules are mostly the same: 1 monster for levels 5 and 6, 2 monsters for levels and 8, but 3 monsters for levels 9 and above. e) Monsters that have effects in the trading card game do not necessarily have those effects in this game. For example, Magician of Faith, Mask of Darkness, Morphing Jar, and Morphing Jar #2 are all normal monster cards in this game. f) You begin the game with very few spell/trap cards (like 2 or 3). But nobody else is playing spell and trap cards at the beginning, so you're okay. g) Trap cards automatically activate if their trigger is satisfied. You do not choose to activate them. For instance, if I had Trap Hole down and my opponent summoned Lord of D, Trap Hole would automatically activate, even if I didn't want it to. That's assuming Trap Hole has the same effect, I haven't seen it yet. h) You can only have five cards in your hand. If you have five cards at the beginning of your turn, you do not draw. You are allowed to discard cards whenever you want. i) All cards go face-down when you play them. For monsters, you have to tell them to attack for them to turn face-up. For spell cards, you have to set them face-down and then activate them. But the funny thing is, whether a card of yours is face-up or face-down, you can always see the card image. It has a small icon on it to indicate if it's face-down. This is somewhat confusing. 7. If you just want to duel, I'd stick with the Worldwide Edition, even though the duelists on that game are not very good. But if you're interested in a MUCH more fun storyline, the Sacred Cards will be super fun for you. 8. There is, of course, the appeal of using the three God cards. I have not reached that point in the game yet. That should be interesting. 9. Graphically, this game is about on par with the Worldwide Edition. The graphics on The Sacred Cards' duel screen are lousy (Worldwide Edition is much better), but the map is well done, and the images of the main characters when you talk to them are great. The Sacred Cards' map is far more graphically intense than Worldwide Edition's. 10. Promo Cards are included (Negate Attack, Perfectly Ulimate Great Moth, Riryoku). None of the cards included will see much play in tournaments, but they are all featured in the cartoon. That makes them fun to have. 11. Final note: There have been some Yu-Gi-Oh games that were just not worth buying (cough - Duelists of the Roses - cough). This one is better than that. Even though it's not exactly like the trading card game, it fulfills the fantasy of the cartoon. I recommend that fans of the cartoon definitely buy this game. You can always reach me with questions, comments, criticism, and ideas at SamTiger54@yahoo.com. Happy dueling! Tiger