Who: Seto Kaiba & You
What: This is a catch-all for November where I will be adding prompts as the month progresses.
Where: All over
When: Various time periods!
Content Warnings: None currently

The Top-levels will contain the prompts, but I can always add more if you want something specific!
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[She thinks she understands this.]
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Taking a breath.]
... they're... a large... part... of it.
[Along with all the other cards in a deck.]
You play the cards on what's called a field. The field consists of 14 slots. 5 are reserved for monsters, 5 for spells and traps, then one for any field spell, one for an extra deck, one for the graveyard- where cards are discarded after being used or destroyed -, and one for the deck itself.
I'd suggest a practice game.. since it's easier to learn through experience.
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[The harpy looked a little excited, mostly because one could only run for so long before it started to become a bore. A new hobby would likely serve her well in this strange place.]
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[He calmly instructed as he set to work throwing a couple of decks together. Although he had his tournament deck he could utilize, a practice duel somehow felt beneath his trio of fierce dragons. Maybe later he would grace her with their presence.
Once that was completed he gave the sand a leery look, then he looked for some debris they could use instead.]
Come on- there's an overturned table over there. It'll make this easier.
[Pocketing the decks, he sealed the briefcase and clicked the latches into place before making his way over to the stick of furniture. Setting the case down, he then flipped the table over in a needlessly dramatic fashion, before dusting it off.]
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[Lysandra giggled a bit at the sight. Kaiba was quite the showman from what she knew about him and it was at least a little amusing.]
I'm ready when you are.
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Pick a deck. For now it doesn't really matter what the contents are.
[Since this is purely instructional in this match.]
They've already been shuffled, so after that we'll both draw five cards. This is called a starting hand, for.. obvious reasons. Normally, you'll want to keep what you're holding to yourself so you don't give your opponent an unnecessary advantage.
[Once the selection was made he set his deck on the table and drew 5 cards himself]
Who goes first is usually determined either by mutual agreement, or a coin flip- etc. We'll start with you. When you begin a turn you draw a single card, then providing there are no effects, traps or spells to be activated you can begin to decide what cards to set or summon on the field. You can only set or summon one monster a turn unless you meet certain conditions, but you can set or use as many spells and traps as you like as long as you don't exceed the space limit of 5 that can be on the field at one time. If your spells and traps slots are full you can't even activate a spell from the hand. It should be noted that before a trap can be activated it must be set first and can't be triggered in the turn it was placed. [Bombarding her with more instructions]
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All right...
[She listened through the rest and her head began to swim a bit. It was a lot to take in even for a fairly smart bird like he.
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[Trying to sound not-so-demanding when he motioned to her deck]
Draw your starting hand, and one extra card.
[In the first five cards she would have: Green Phantom King, Wings of Wicked Flame, Shield and Sword, Sparks, and Red Medicine. When she drew another it would be: Negate Attack.]
So... what did you get?
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A few monsters, two spells, [and finally the card she just drew] I think this last one is a trap.
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To recap, after you drew a card the game entered the standby phase in which some effects can activate in, but since neither one of us has a card like that..
[He tried to avoid those for the practice duel..]
.. you're now in what's called Main Phase 1. You can now either set a monster in defense which would be facedown and horizontal, or in attack mode that would be faceup and vertical or set any traps or spells you would like. Spells can be activated during your turn, if you have a quick play card it could be activated during my turn if you set it on the field beforehand. Traps have to be set.. for one turn before they can be used, if you recall. [Repetition helped retention, right?]
I forgot to mention the star ratings on your monsters.. if you look at the stars at the top it'll let you know whether a monster can be summoned/set immediately or if it will need a tribute to summon it. Stars 1-4 don't require tribute and are ready to put into play immediately. The point is, you don't want to leave yourself unguarded or I could potentially attack you directly on my turn and lower your lifepoints.
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Like this?