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Lesson #1....Rules and Game Mechanics!

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Lesson #1....Rules and Game Mechanics! Empty Lesson #1....Rules and Game Mechanics!

Post by Non Sequitur Thu Aug 28, 2014 2:08 am

Hullo, there! I'm going to provide all of you a run-down on the entire base game itself. Nothing too complex like card effects yet; just the cards themselves, what you do, and when you do it (or when you can't). Once you know the game like the back of your hand, you can for sure begin to grasp other concepts. (This lesson will comprise of several posts. Please don't post until I say that you may, for the sake of keeping the lessons all together. <3)

This first post will teach you about the many different types of Cards and Effects, as well as other things regarding them.

Spell Cards

Lesson #1....Rules and Game Mechanics! MeteorofDestruction-LCJW-EN-C-1E
These are cards whose sole purpose is to provide an effect once you activate them....and you can do so on the same turn you drew it! They all are sent to the Graveyard when their effects are done resolving (with a few exceptions). There are several different kinds of Spell Cards. With some exceptions, you can Set a Spell Card during your turn and still activate it later that turn.

Types of Spells:


Trap Cards

Lesson #1....Rules and Game Mechanics! MirrorForce-YS14-EN-C-1E
Now, for the Trap Cards. They are very much like Spells in that they normally go to the Graveyard after activation, and are used solely for effects. These reddish-purple, tricky cards can't be used unless you Set them facedown, and can't be used on the turn you Set them either (though there are exceptions to both of these rules).
Traps:

Monster Cards

Lesson #1....Rules and Game Mechanics! GreatLongNoseDB2-EN-C-UE
Monsters are the cards in your deck that allow you to battle with your opponent. All monster cards have the following in common.

  • They all have an Attribute (top-right corner)
  • The all have either Levels (orange orbs with yellow stars, aligned right) or Ranks (black orbs with yellow stars, aligned left).
  • They each have set values for ATK and DEF (seen in the lower-right corner).
  • Each monster has a Type (bold, in brackets, before the slash); some monsters are classified by Ability (after the slash but before the Effect, if applicable), such as Spirit monsters.
  • The text box below the picture of the monster may contain card lore (specified by it being in italics) or a monster effect (these monsters will have "/Effect]" ending the top line).


Kinds of Monsters:

Monster Effects:

Next post will discuss Spell Speeds, Chains, and Missing the Timing.


Last edited by Non Sequitur on Thu Aug 28, 2014 8:39 pm; edited 5 times in total

Non Sequitur

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Post by Non Sequitur Thu Aug 28, 2014 7:17 pm

Contrary to how the name goes, Spell Speeds are not just for Spell Cards. Spell Speeds are a classification so you know when you can activate a card's effect.


  • Spell Speed 1: Normal Spell Cards, Ignition Effects, and Trigger Effects fall under this category. You won't be able to manually activate an effect of this Spell Speed outside of your own Main Phases, or when the game state is not open. Trigger Effects, however,  can be activated depending on the situation, and can happen at many times in a turn.
  • Spell Speed 2: Quick-Play Spell Cards, Normal and Continuous Traps, and Monster Quick Effects fall under this Spell Speed. Unless they have a specific activation requirement, they can normally be Chained to other effects of equal or lower Spell Speed.
  • Spell Speed 3: Counter Trap Cards.

(All Spell Speed 2 and higher effects are known as Fast Effects.)




To Chain an effect is to activate it in response to another card's activation. When one player has activated a card, the opponent gains the priority to chain their own card to its activation before it resolves (or the player decides to chain another effect to their own card).

You can Chain a card's effect only when:

  • Its activation requirements, if any, are correct.
  • The card you wish to activate is Spell Speed 2 or higher.
  • The card you are Chaining to is the same or lower Spell Speed as the card you wish to Chain.


You and your opponent can Chain as many cards as you like in the same Chain, so long as all the effects are able to be activated at the time. Once both players stop Chaining cards, you may then resolve the chain. Resolving refers to applying the effects of a card, but also refers to applying all effects activated in a Chain.

Chains resolve backwards; this means that you go from the most recently activated card to the card that was activated first. An example:

  • Player A activates "Lightning Vortex".
  • Player B Chains "My Body as a Shield" to "Lightning Vortex", and pays 1500 Life Points.
  • Player A Chains "Dark Bribe" to "My Body as a Shield".
  • Player B Chains "Curse of Royal" to "Destruction Jammer".


"Curse of Royal" resolves first, negating the effect of "Dark Bribe" due to "Dark Bribe" containing in its effect the destruction of 1 Spell/Trap Card; "Dark Bribe" is destroyed.
"My Body as a Shield" resolves, negating the effect of and destroying "Lightning Vortex".


A Spell Speed 1 effect can never be chained to another Spell Speed 1 effect; however, if multiple Spell Speed 1 effects would be activated at the same time (such as two 'Mystic Tomatoes' attacking each other), this is the only time they can form a Chain with each other. This is known as 'Simultaneous Effects Go On Chain'.


Certain Spell Speed 1 effects (Optional Trigger Effects of monsters) could theoretically be activated, but due to there being a Chain being built/resolving, cannot activate because of being Spell Speed 1. This is known as "Missing the Timing". Here's an example.

  • Player A controls "Nimble Manta" and "Golden Flying Fish".
  • Player A activates the Ignition Effect of "Golden Flying Fish" and Tributes "Nimble Manta", targeting Player B's "Ally of Justice Catastor".
  • Player B activates "Destruction Jammer" to negate the effect of, and destroy "Golden Flying Fish".
  • "Destruction Jammer" negates the monster-destruction effect of "Golden Flying Fish". However, due to a chain being resolved and something else happening while "Nimble Manta was sent to the Graveyard, its effect cannot activate (because its effect is Spell Speed 1 and unable to Chain to either effect).


Note that multiple effects of one card that happen simultaneously, stated with "and if you do", "also", or tell you to do one thing "and" another (such as the effect of "No. 61: Volcasaurus"), do not by themselves cause effects to miss the timing. Conversely, effects that say to do one thing, "then" another, will cause effects to miss the timing. Two examples:

  • Player A controls Bujin Yamato and has Bujin Mikazuchi in their hand and Player B has Soul Taker in their hand. Player B activates Soul Taker, targeting Bujin Yamato. Soul Taker states: "Target 1 face-up monster your opponent controls; destroy that target, then your opponent gains 1000 Life Points." Bujin Mikazuchi states: "When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand." Player A's Bujin Mikazuchi will miss the timing here, since destroying is the first thing to happen, THEN gaining Life Points happens, which is because destroying and gaining Life Points do not happen simultaneously.
  • Player A controls Number 61: Volcasaurus and Player B control Bujin Yamato and has Bujin Mikazuchi in their hand. Player A activates Number 61: Volcasaurus' effect targeting Bujin Yamato. Number 61: Volcasarus states: "Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK." Bujin Mikazuchi states: ""When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand." Since destroying and inflicting damage happen simultaneously, Bujin Mikazuchi can Special Summon itself from the hand. The same results would happen in the case of "and" or "also", but not "then".



The only Optional Trigger Effects that can miss the timing are those that state that "When...." something happens, "you can..." activate the effect of the card, like "Mystic Tomato". Card effects that are Compulsory (do not have a 'you can', or have a 'must' or '(this is not optional)'), like that of "Caius the Shadow Monarch" or "Sangan",cannot miss the timing. If their effects would activate in the middle of a Chain, their effects are activated after the Chain resolves, instead. In addition, cards with a condition of "After" or "If" instead of "when" do not miss timing, and follow the same procedure.

However, some optional Trigger Effects that state "When...you can..." still are unable to miss the timing. These are generally determined by the card effect's activation timing; they all currently have rulings to back up their status as unable to miss timing.

  • For example, "Rose Fairy" and "Watapon" both are unable to miss the timing due to the nature of their effects. If the effect that allowed you to add "Watapon" or "Rose Fairy" was not the last card in the Chain, you can summon "Watapon" or "Rose Fairy" after the Chain resolves.
  • "Plant Food Chain" and other cards whose effects activate upon being destroyed by a card effect are unable to miss the timing (due to the effect needing an effect destroying it to activate in the first place).





There are only two Game States in the game: Open and Closed.

  • An Open Game State is where no player is currently doing anything. This means that no action is currently being taken, no Chain is being resolved, and no player wishes to activate a Fast Effect, then the turn player may perform their normal Draw for the turn, Normal Summon or Set, perform a Special Summon that doesn't start a Chain (Synchro or Xyz), change the Battle Position of their monsters, activate an Ignition Effect or Normal Spell, or activate a Fast Effect. They may also choose to move onto the next Phase. The game state must be Open in order to declare an attack.

  • A closed Game State is when one or both players wish to activate a Fast Effect. This is most often seen in a Chain. Only Fast Effects may be activated during a closed Game State; none of the actions described in an Open Game State may be taken while a Chain is being built or resolved.


Next post: Breakdown of a Turn.

Non Sequitur

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Join date : 2014-07-29

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Lesson #1....Rules and Game Mechanics! Empty Re: Lesson #1....Rules and Game Mechanics!

Post by Non Sequitur Thu Aug 28, 2014 9:20 pm

This next post will show you what a Turn actually comprises of, and when you can and cannot do certain things.

-One player's Turn consists of 6 Phases.

The Draw Phase happens when one player declares that it is their turn. During this phase, the turn player Draws 1 card from their deck. The player who goes first does not draw during their first turn. When the Draw Phase attempts to proceed into the Standby Phase, the opponent has priority to activate their Quick-Play Spells and Traps.
Spoiler:


The Standby Phase immediately occurs after the turn player draws and all effects activated during the Draw Phase have resolved. This Phase is less about innate action than effects that are already on the field. When you attempt to go from the Standby Phase into the Main Phase 1, the opponent has priority to activate their Traps and Quick-Play Spells.
Spoiler:


The Main Phase 1 is usually the 'start of the turn', action-wise.

Spoiler:


Needless to say, the Battle Phase is the only Phase in the player's turn where one's monsters can attack. Each player has one Battle Phase; however, the player who goes first is not allowed to conduct their Battle Phase on their first turn. It is composed of several different Steps.

Steps:


The Main Phase 2 is very similar to Main Phase 1. However, you can only enter the Main Phase 2 after you have conducted your Battle Phase (remember, you can enter your Battle Phase but not attack); thus, effects that make you skip the entire Battle Phase by proxy prohibit you from entering Main Phase 2. The effect of "Terminal World" prevents either player from conducting their Main Phase. However, this phase is entirely optional; you can proceed from your Main Phase 1 or Battle Phase directly to the End Phase if you wish.

Spoiler:


The End Phase is the phase that ends the player's turn. It is much like the Standby Phase, in that it is another time when mandatory recurring effects happen (such as the self-milling effects of the "Lightsworn" monsters), or when you must pay a Cost. When all applicable effects have resolved, the End Phase concludes, and so does the player's turn.

Spoiler:

You may now post comments and questions freely!

Non Sequitur

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