Monster, Spell or Trap Game
How to play: Players begin like any normal duel, drawing 5 cards without looking and putting all Extra Deck monsters into their Main Deck. Once the player going first has been decided, that person takes their normal Draw Phase, then randomly Sets 1 card from their hand in face down Defense Position. The other player will then follow suit on their turn. If either player looks at their hand by accident, they must shuffle all cards in their hands. During the first player's next turn, they first flip up the hidden "monster". If it is an actual Monster Card, leave it on the field, resolving effects if possible but if not, send it to the Graveyard without activating its effect(s). After that, they set a new card from their hand, also in face down Defense Position. If either player runs out of room in their Monster Card Zones, they Set their next card in the Spell and Trap Card Zone if possible. The other player does the same. If either player has a face up Monster Card during their turn, they may perform their Battle Phase. If a Spell Card is destroyed by battle and sent to the Graveyard, its controller takes 100 damage and must activate the card's effect if possible. If a Trap Card is destroyed by battle and sent to the Graveyard, its controller takes 200 damage and must activate the card's effect if possible. If a Monster Card with "piercing Battle Damage" attacks a face down "monster" that turns out to be a Spell or Trap Card, the difference is not inflicted to the opponent as Battle Damage. If the destroyed Spell or Trap Card is a Continuous or Equip Card that can be activated, it is placed on your side of the field face up in your Spell and Trap Card Zone (or as Xyz Material for Xyz Monsters). If you have any face up monsters in your Spell and Trap Card Zone, they are still treated as Monster Cards and cannot attack unless no Monster Card exists in the Monster Card Zone directly in front of it.
General Rulings:
1. Card effects that interfere with the rules above such as "Prime Material Dragon's effect to make Effect Damage become Life Point gain are negated but any other effects the card has that can be used are allowed to be used but otherwise remain in the Graveyard.

2. You cannot use Monster Cards in your Graveyard as Xyz Materials for face up Xyz Monsters.
3. Monster effects that resolve when Summoned a certain way such as Tribute or Synchro Summon can't be activated.

4. If you know you have a Monster Card whose effect activates by discarding itself from the hand like "Effect Veiler" you can view your hand and use the effect but must shuffle your hand afterwards.

5. If you add a card(s) from your Deck to your hand that are revealed (either from being on top of the Deck or simply added to your hand with an effect like "Sangan", or returned from the Graveyard to your hand, shuffle your hand afterwards.

6. You do not apply the ATK and DEF of a Trap Monster like "Metal Reflect Slime" until after their effect has been activated.

7. If you activate a card that forces you to discard as a cost such as "Lightning Vortex", you discard 1 random card from your hand.
Individual Card Rulings
*If you know rulings for certain cards that I don't have on here, feel free to let me know*
A Arcana Force I - The Magician:
1. If his "Heads" effect is applied, his ATK is doubled if a Spell Card is destroyed by battle and sent to the Graveyard.

Arcana Force XXI - The World:
1. You cannot send Spell or Trap Cards you control that you Set for game play to the Graveyard to activate the "Heads" effect because they are only Monster Cards while in the Graveyard during the time their effects resolve.
B  
C Chimeratech Overdragon:
1. Its ATK and DEF will become the number of Machine-Type monsters in your Graveyard x800.

Cloudian - Eye of the Typhoon:
1. If it attacks a face down "monster" that turns out to be a Spell or Trap Card, the Spell or Trap Card(s) are not destroyed this way because they weren't flipped up by game rules.

Call of the Mummy:
1. You must know that you have a Zombie-Type monster in your hand to Special Summon to use this effect.
D Destiny Board:
1. The automatic win condition can only be activated if it goes to the Graveyard by battle first.
E Exodia the Forbidden One:
1. The automatic win condition can only be activated if it goes to the Graveyard by battle first.

Effect Veiler:
1. You can discard it to negate the activation of a Spell or Trap Card that has been destroyed by battle and sent to the Graveyard if its effect is activated.
F  
G  
H  
I  
J Jinzo:
1. While face up on the field, his effect negates the effects of face up Continuous Trap Cards but not Normal Trap Cards in the Graveyard activating their effects.

Just Desserts:
1. You deal 500 damage to your opponent for each face up monster they control, even ones in the Spell and Trap Card Zones because they are being treated as Monster Cards, unless cards in the Spell and Trap Card Zones are Spell or Trap Cards.

Jam Breeding Machine:
1. You still Special Summon Slime Tokens during each of your Standby Phases.
K  
L  
M Megarock Dragon:
1. His ATK and DEF become the number of your banished Rock-Type monsters when you Flip-Summon him x700.
N  
O  
P  
Q  
R Reload:
1. You shuffle your number of cards into your Deck and re-draw that same amount.
S Sangan:
1. You can add a Ritual, Synchro, Fusion or Xyz Monster from your Deck to your hand if its ATK meets the requirements.

Spell Canceller:
1. While face up on the field, his effect negates the effects of face up Continuous Spell Cards but not Normal Spell Cards in the Graveyard activating their effects.
T The Winged Dragon of Ra (regular):
1. His ATK and DEF become the total ATK and DEF of the first three monsters in your Graveyard.

The Eye of Truth:
1. The effect having the opponent gain 1000 Life Points if they have a Spell Card in their hand only activates when both players know the opponent has a Spell Card in their hand.
U  
V Valhalla, Hall of the Fallen:
1. You must know that you have a Fairy-Type monster in your hand to Special Summon to use this effect.
W Witch of the Black Forest:
1. You can add a Ritual, Synchro, Fusion or Xyz Monster from your Deck to your hand if its DEF meets the requirements.
X  
Y  
Z