Yu-Gi-Oh: Nightmare Troubadour Starter Deck FAQ version 1.23 (North American Release Version) By Asanque, aka Logan Smith (greenpaladin@gmail.com) Created September 2, 2005 Updated May 26th, 2006 Disclaimer: This FAQ is Copyright 2005 by Logan Smith. This FAQ is copyright under US copyright law. This FAQ is only allowed to be hosted at GameFAQs. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you would like to host this FAQ, please e-mail me and ask permission. Please inform me via e-mail if you see this guide elsewhere. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Purpose: This FAQ tells you all about the cards in your Starter Deck, and what those questions about you at the beginning of the game determine. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version Updates: 1.23 Special Thanks and aesthetics updated. 1.22 Fixed a pair of incorrect trap definitions. 1.21 Added the Special Thanks section. 1.12 General revisions for streamlining and aesthetics. 1.11 Added section V; reversed sections II and III. 1.10 Added Sections: "What the Question-Based Cards Do" and "Conclusion." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS [TOC]: I. Introduction II. Which Cards Come From Which Answers [WC] III. Core Components to the Starter Deck [CC] IV. What the Question-Based Cards Do [QBC] V. The Other 34 Cards [OTH] VI. Special Thanks [ST] VII. Conclusion [CON] Search codes within brackets allow you to find a section quickly by a web browser's search method. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. Introduction How you answer the questions at the beginning of the game determines your starter deck. Six cards will depend upon your answers (two from each question), while the other thirty-four will always be the cards in section III. If the answers to these questions has any other bearing on the game (such as with your potential friend status with the other duelists), I do not know; if someone finds out anything regarding this, please e-mail me. I for one chose the answers of Knowledge, Scholar, and Soul, and have been making friends easily with the more kind-hearted heroes and heroines of the story. If you have any questions, feel free to ask! I'm always happy to be helpful and I hope that I can be of further service. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ II. Which Cards Come From Which Answers [WC] First Question (2 Monster Cards): "What power do you desire?" >Sword: Giant Red Seasnake, Whiptail Crow >Shield: Prevent Rat (makes two total), Shining Abyss >Knowledge: Copycat, Skelengel Second Question (2 Magic Cards): "What is your dream?" >Spellcaster: Rush Recklessly, Stop Defense >Soldier: Fairy Meteor Crush, Sword of Deep-Seated >Scholar: Yami, Yellow Luster Shield Third Question (2 Trap Cards): "What will you test of yourself?" >Intuition: Needle Wall, Waboku >Destiny: Shadow of Eyes, Trap Hole >Soul: Graverobber, Rope of Life ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ III. Core Components to the Starter Deck [CC] You will receive these 34 cards regardless of choices. Normal Monsters: Baron of the Fiend x2 Beaver Warrior Flame Cerebrus Great White x2 Horn Imp Mushroom Man Neo the Magic Swordsman Oscillo Hero #2 Prevent Rat Silver Fang Slot Machine Toon Alligator Effect Monsters: Armed Ninja Crimson Ninja Hane-Hane Kazejin Muka Muka The Unhappy Maiden Spell Cards: Block ATtack Eternal Rest Hinotama Paralyzing Potion Red Medicine Share the Pain Stim-Pack Sword of Dark Destruction Trap Cards: Magic Drain Negate Attack Reverse Trap Skull Dice Spellbinding Circle Two-Pronged Attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IV. What the Question-Based Cards Do [QBC] First Question: "What power do you desire?" First Response: "Sword." Giant Red Seasnake Normal Monster Level 4 Water [Aqua] ATK 1800 DEF 800 Whiptail Crow Normal Monster Level 4 Dark [Fiend] ATK 1650 DEF 1600 Second Response: "Shield." Prevent Rat Normal Monster Level 4 Earth [Beast] ATK 500 DEF 2000 Shining Abyss Normal Monster Level 4 Light [Fairy] ATK 1600 DEF 1800 Third Response: "Knowledge." Copycat Effect Monster Level 1 Light [Spellcaster] ATK 0 DEF 0 When this card is summoned (including Special Summon) it adopts the original ATK and DEF of 1 opponent's monster. Skelengel Effect Monster Level 2 Light [Fairy] ATK 900 DEF 400 FLIP: You can draw 1 card from your deck. **************************************************************************** Second Question: "What is your dream?" First Response: "Spellcaster." Rush Recklessly Spell, Quick Increase 1 face-up monster's ATK by 700 points until the end of this turn. Stop Defense Spell Select 1 Defense Position monster on your opponent's side of the field and change it to Attack Position. Second Response: "Soldier." Fairy Meteor Crush Spell, Equip When a monster equipped with this card attacks with an ATK that is higher than the DEF of a Defense position monster, inflict the difference as Battle Damage to your opponent's Life Points. Sword of Deep-Seated Spell, Equip A Monster Card equipped with this card increases its ATK and DEF by 500 points. When this card is sent to the Graveyard, place it on top of your Deck. Third Response: "Scholar." Yami Spell, Field Increases the ATK and DEF of all Fiend and Spellcaster-type monsters by 200 points. Also decreases the ATK and DEF of all Fairy-Type monsters by 200 points. Yellow Luster Shield Spell, Continuous Increases the DEF of all monsters on your side of the field by 300 points. **************************************************************************** Third Question: "What will you test of yourself?" First Response: "My intuition." Needle Wall Trap, Continuous During your Standby Phase, roll a six-sided die once. Treat your opponent's Monster Card Zone as numbers 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the result is 6, roll again. Waboku Trap Make all Battle Damage inflicted by monsters on your opponent's side of the field 0 during this turn. Second Response: "My destiny." Shadow of Eyes Trap You can only activate this card when your opponent sets a Monster Card in Defense Position. Change it to face-up Attack Position. If the Monster Card has a Flip Effect, it is not activated. Trap Hole Trap If the ATK of a Monster Card summoned by your opponent (excluding Special Summon) is 1000 or more, the monster is destroyed. Third Response: "My soul." Graverobber Trap Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage. Rope of Life Trap When 1 of your monsters is sent to the Graveyard as a result of battle, discard your entire hand to activate this card. Special Summon the monster to the field, increasing the ATK of the monster by 800 points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V. The Other 34 Cards [OTH] Normal Monsters: Baron of the Fiend (x2) Level 4 Dark [Fiend] ATK 1550 DEF 800 Beaver Warrior Level 4 Earth [Beast-Warrior] ATK 1200 DEF 1500 Flame Cerebrus Level 6 Fire [Pyro] ATK 2100 DEF 1800 Great White (x2) Level 4 Water [Fish] ATK 1600 DEF 800 Horn Imp Level 4 Dark [Fiend] ATK 1300 DEF 1000 Mushroom Man Level 2 Earth [Plant] ATK 800 DEF 600 Neo the Magic Swordsman Level 4 Light [Spellcaster] ATK 1700 DEF 1000 Oscillo Hero #2 Level 3 Light [Thunder] ATK 1000 DEF 500 Prevent Rat Level 4 Earth [Beast] ATK 500 DEF 2000 Silver Fang Level 3 Earth [Beast] ATK 1200 DEF 800 Slot Machine Level 7 Dark [Machine] ATK 2000 DEF 2300 Toon Alligator Level 4 Water [Reptile] ATK 800 DEF 1600 **************************************************************************** Effect Monsters: Armed Ninja Level 1 Earth [Warrior/Effect] ATK 300 DEF 300 FLIP: Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position. Crimson Ninja Level 1 Earth [Warrior/Effect] ATK 300 DEF 300 FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Trap Card, it is destroyed. If it is a Spell Card, return it to its original position. Hane-Hane Level 2 Earth [Beast/Effect] ATK 450 DEF 500 FLIP: Select 1 monster on the field and return it to its owner's hand. Kazejin Level 7 Wind [Spellcaster/Effect] ATK 2400 DEF 2200 You can only activate this card's effect during your opponent's damage calculation. Make the ATK of a monster attacking this card 0 during damage calculation. This effect can only be used once as long as this card remains face-up on the field. Muka Muka Level 2 Earth [Rock/Effect] ATK 600 DEF 300 Increase the ATK and DEF of this card by 300 points for every card in your hand. The Unhappy Maiden Level 1 Light [Spellcaster/Effect] ATK 0 DEF 100 When this card is sent to the Graveyard as a result of battle, the Battle Phase for that turn ends immediately. **************************************************************************** Spell Cards: Block Attack Spell Select 1 of your opponent's monsters and shift it to Defense position. Eternal Rest Spell Destroy all monsters equipped with Equip Spell Cards. Hinotama Spell Inflict 500 points of damage to your opponent's Life Points. Paralyzing Potion Spell, Equip A non Machine-Type monster equipped with this card cannot attack. Red Medicine Spell Increase your Life Points by 500 points. Share the Pain Spell Offer 1 monster on your side of the field as a Tribute. Your opponent must select 1 monster on his/her side of the field and offer it as a Tribute. Stim-Pack Spell, Equip A monster equipped with this card increases its ATK by 700 points. Its ATK is then decreased by 200 points at each of its Standby Phases. Sword of Dark Destruction Spell, Equip A Dark monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. **************************************************************************** Trap Cards: Magic Drain Trap, Counter You can activate this card when your opponent activates a Spell Card. Your opponent can discard 1 Spell Card from his/her hand to negate the effect of this card. If your opponent does not, negate the activation of the Spell Card of your opponent and destroy it. Negate Attack Trap, Counter When your opponent attacks with a monster, negate the attack and make your opponent's Battle Phase end. Reverse Trap Trap All increaes and decreases to ATK and DEF are reversed for the turn in which this card is activated. Skull Dice Trap Roll 1 six-sided die. The result is multiplied by 100 points and subtracted from the ATK and DEF of all monsters in your opponent's control until the end of your turn. Monsters summoned after this card's activation are excluded. Spellbinding Circle Trap, Continuous Select 1 monster. As long as this card remains face-up on the field, the selected monster cannot attack or change its battle position. When the selected monster is destroyed, this card is also destroyed. Two-Pronged Attack Trap Select and destroy 2 of your monsters and 1 of your opponent's monsters. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VI. Special Thanks [ST] Thanks to: Mark Hawkinson, mar_hawkman@hotmail.com, for pointing out an error. Andrew Fearson (Garfunkiel) for sending users my way in his general FAQ. GameFAQs.com for hosting this and being a useful site for many years now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VII. Conclusion [CON] Thanks for reading my first FAQ! I hope it was helpful to you. Any suggestions, questions, or comments can be e-mailed to me at greenpaladin@gmail.com with my encouragement. I welcome constructive criticism as well as the chance to better help those who have read this guide.