Phases
of the Game
Chains
A. What is a Chain?
A "Chain" is a rule used to easily determine the outcome of a complex
battle resulting from a series Magic or Trap cards played by both players.
For example, let's say that a player uses a Magic Card. That Magic Card
is placed in a hypothetical link called Chain Link 1. If the player's
opponent responds by playing one of their own Magic or Trap Cards, a Chain
has been started, with this card placed in Chain Link 2. Using this method
to deal with subsequent plays, the links are stacked from bottom to top
until both players have finished playing cards. The effects are then resolved,
starting at the top link and working down to the Chain Link 1 at the bottom.
B. Opponent's Chance to Respond
The player whose Trap or Magic Card has been countered always has a chance
to respond with another play - an opportunity that could result in adding
yet another link to the Chain. When making a play on a Chain, you must
always ask your opponent, "Do you wish to continue?". If you continue
play without asking your opponent, they may raise an objection that will
lead to a Replay.
Example: This is an example of a Chain:
The
outcome is determined starting with the most recent card played at the
top of the Chain links, and proceeding down to Chain Link 1.
C.
Spell Speed
Magic, Trap, and Effect Monster Cards all have different speeds. You can
only respond to a card and start a Chain by playing a card of equal or
greater speed. The exception to this rule are Spell Speed 1 cards, which
CANNOT be used against each other.
Spell Speed 1: This is the slowest of all the Spell Speeds. Spell
Speed 1 cards cannot be played against each other.
Spell Speed 2: These cards can be used against a card with a Spell
Speed of 1 or 2. Spell Speed 2 or 3 cards can be used against them.
Spell Speed 3: This card can be used against any Spell Speed. Only
another Spell Speed 3 card may be used against it.
Gameplay
Terminology
Play - Gameplay progresses in a series of alternating turns. Each
player's turn consists of 6 phases in which a number of actions can be
undertaken.
Phases - Phases define the order in which actions can be undertake
by a player during their turn. Each phase is limited to a specific set
of actions.
Phases of Game play
Repeat these phases for each subsequent turn.
A.
Draw Phase
During this phase, you are required to draw 1 card from the top of your
Deck. A player who is out of cards and unable to draw during this phase
is declared the loser.
B. Standby Phase
If there are any cards in play on the field that specifically state that
certain actions must be taken during this phase, these must be dealt with
prior to entering the Main Phase. Refer to the cards for specific details
regarding the actions to be taken. If there are no such cards in play,
proceed to Main Phase
C.
Main Phase 1
During this phase, you may Set or play Monster, Magic, and/or Trap Cards.
Keep in mind that you may not exceed the 5-card limit for the Monster
Card Zone or the Magic & Trap Card Zone.
During this phase, you may also change the Attack or Defense Position
of cards already placed on the field. The position of each card can be
changed only once in a single turn, during either Main Phase 1 or 2. The
Damage Step details how this position effects the outcome of a Duel.
At the end of Main Phase 1, you can choose to enter the Battle Phase or
proceed to the End Phase (the starting player cannot conduct a Battle
Phase in their first turn).
I.Set or Summon Monster Cards: During either Main Phase 1 0r 2
of your turn, you can play (Summon or Set) only 1 Monster Card on the
field. To Set a Monster Card, select it from your hand and place it face-
down horizontally (Defense Position) on an open space in the Monster Card
Zone. To Summon a Monster Card, select it from your hand and place it
face-up vertically (Attack Position) on an open Monster Card Zone space.
a.
Normal Summon
Summoning
a monster without the aid of magic or effects is called a Normal Summon.
A Normal Summon can only be conducted once in a single turn, during
either Main Phase 1 or 2 (keep in mind that only 5 Monster Cards are
allowed in the Monster Card Zone at any given time).
When playing a Monster Card to the field, a player must choose to
place the card in 1 of 2 positions: Attack Position or Defense Position.
For Attack Position, place the card face-up and vertical (a Summon).
For Defense Position, place it face-down and horizontal (a Set).
A Monster Card on the field in face-down Defense Position IS NOT considered
to be summoned. Instead, it has simply been Set and can be summoned
with a Flip Summon (Flip Summon).
The Attack or Defense Position of a Monster Card already placed on
the field may only be changed once in a single turn, during either
Main Phase 1 or 2. With the exception of special conditions, once
the position of a Monster Card has been changed, the card must remain
in the changed position throughout the turn in progress.
Tribute
Summon
When
summoning a monster that is Level 5 or higher (indicated by the number
of stars that appear on the upper right of a Monster Card), you must
offer 1 or more of your Monster Cards on the field as a Tribute by
sending them to the Graveyard. If you are summoning a monster that
is Level 5 or 6, you must offer 1 monster as a Tribute, and if you
are summoning a monster that is Level 7 or higher, you must offer
2 monsters.
A Tribute Summon is considered a Normal Summon. Therefore, a Tribute
Summon and another Normal Summon CANNOT be performed in the same turn.
Aside from a Normal Summon, there are 2 additional ways to summon
a monster: Flip Summon and Special Summon.
b.
Flip Summon
The
act of turning a card from face-down Defense Position to face-up Attack
Position is referred to as a flip. Intentionally flipping a card and
positioning it for an attack is termed Flip Summon.
Remember that a Monster Card placed face-down on the field (a Set)
is not considered as summoned - it is considered summoned for the
first time when it is flipped face-up. However, when a face-down Monster
Card is flipped face-up as the result of an attack or an effect from
another card, it is not considered to be Flip Summoned. Its flip effect,
however, is activated as soon as it is flipped face-up.
A Flip Summon card is not considered a Normal Summon. Therefore, you
can perform a Normal Summon and 1 or more Flip Summon(s)in the same
turn. If you have multiple face-down monsters you can Flip Summon
as many or as few as you wish, but keep in mind that you can only
change the position of a Monster Card once during any given turn.
c.
Special Summon
A
Special Summon is when Fusion, Ritual, Magic, Traps or Monster Effects
used to place another monster on the field.
A Special Summon is different from a Normal Summon in that it can
be used repeatedly within the same turn to summon monsters onto the
field. Be sure to follow the specific instructions printed on the
cards when executing a Special Summon.
II.Set
or Play Magic & Trap Cards: With the exception of Field Magic
Cards, a player can have only 5 Magic and/or Trap Cards on the field at
the same time in the Magic & Trap Card Zone. This 5-card limitation
also applies to any Equip Cards the player may have attached to an opponentÍs
Monster Card.
A Magic Card can either be Played (face-up) or Set (face-down) on the
field. When a Magic Card is placed face-up, it is immediately activated.
A Trap Card must always be placed face-down on the field (Set). For Magic
or Trap effects, follow the instructions listed on each card.
Summary
Once a Magic Card is placed face-up on the field, it is activated immediately
and is then destroyed. Equip and Field Magic Cards (generally used to
modify the strength of a Monster Card) and Magic Cards with a "Continuous"
icon remain on the field.
Trap Cards are usually destroyed immediately after being activated unless
they have a "Continuous" icon.
Controlling an Opponent's Monster
Certain
Magic and Trap Cards have the effect of giving you control over an opponent's
monster. When this occurs, use the following rules:
When
you take control of an opponent's monster, move the Monster Card to
your own Monster Card Zone.
A
monster you control counts towards your 5-card Monster Card Zone limit.
Therefore, you cannot take control of an opponent's monster if your
Monster Card Zone is filled.
Equip
Magic Cards attached to a Monster Card always stay in the Magic &
Trap Card Zone of the person who played the card and count toward the
5-card Magic & Trap Card Zone limit for that player. The Equip Magic
Cards effects don't change, even if the Monster and Equip Magic Cards
are on different player's fields.
Monster Cards under
your control can be used in the same way as your own Monster Cards: to
attack, defend, or to use as a Tribute. Controlled Monster Cards that
are destroyed or offered as a Tribute are sent to your opponent's
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