When a monster accumulates enough experience, it will be promoted to the next rank. When monsters survive face-up on the field, destroy enemy monsters, or inflict life point damage to the opponent, they gain experience (monster experience is hidden).
Monsters can be 'promoted' with use in duels. A duel also ends after 100 turns have elapsed, at which point the player with the most remaining life points is declared the winner. The duel ends when one player's life points are reduced to zero or when a player ends a turn with their deck leader completely surrounded by enemy monsters in their summoning areas. When two monster cards on the field collide with each other, they are flipped face-up, and a battle takes place in the same manner as the trading card game, with life points being subtracted appropriately. Each card on the field as well as the deck leader itself can be moved one horizontal or vertical space each turn.
The player views their hand and selects the 'Hourglass of Courage' monster card.Įach duel in the game takes place on a 7×7 table, with each player commanding a 'Deck Leader' that acts as the representation of their life points as well as the means through which cards are played from the hand-one card each turn can be placed on the board in a space adjacent to the deck leader.