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

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

Post by Non Sequitur on 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


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:


A Normal Spell Card is indicated by it not having any special denotation next to "[Spell Card]". They have many different effects. They can only be activated during your Main Phases 1 and 2, unless the card effect says otherwise (like "Curse of Fiend"). Some Normal Spells, like "Swords of Revealing Light", remain on your side of the field due to their own effects.


Continuous Spell Cards are much like Normal Spell Cards in that they only can be activated during the Main Phases. They are denoted by the lemniscate symbol next to where it says "Spell Card". Unlike most Spell Cards, these cards stay on the field until destroyed or moved to a different location by a card effect (such as "Dust Tornado" or "Giant Trunade"). While most of the effects of these cards are continuous, some of them activate for just one time (see the above card). Some Continuous Spells destroy themselves after a period of time (such as "Swords of Concealing Light" or "Deck Lockdown").


Field Spell Cards, denoted by the compass-like symbol next to where it says "[Spell Card]", have their own Zone apart from your normal 5 Spell/Trap Card Zones: to the left of the field, above the Extra Deck and left Pendulum Zone. These cards (as their name implies) apply an effect to the entire field (rather than most Continuous Spells whose effects only affect either you or your opponent). They can be destroyed or moved to another location just like Continuous Spells, though. Each player can control 1 Field Spell Card; in addition, you can activate a new Field Spell over an existing one, causing the one on the Field to be destroyed by game mechanics.


Equip Spells target one monster, usually on either side of the field, upon activation, and stay on the field as long as that monster is on the field (and is a correct target for the Equip card). They bestow some sort of positive effect (or negative, in the case of cards like "Ebikyo Drakmord" or "Germ Infection") on the equipped monster. Equip Spells are sent to the Graveyard (not destroyed) when their equipped monster is removed from the field. The same also happens if the equipped monster somehow becomes an incorrect target (due to "DNA Transplant" or "DNA Surgery", or being equipped to a different monster by "Tailor of the Fickle" or "Collected Power").


Ritual Spell Cards are like the "Polymerization" for Ritual Monsters. Without it, they cannot be Ritual Summoned properly. Ritual Spell Cards require you to Tribute any number of monsters with Levels either exactly equal to, or equal to/greater than the Level of the monster you wish to Ritual Summon. Most Ritual Spell Cards can only Ritual Summon one monster; however, certain cards such as "Advanced Ritual Art", "Earth Chant", "Gishki Aquamirror" and "Contract With The Abyss" can summon a multitude of different Ritual Monsters.


Quick-Play Spell Cards are, as they imply by name, a lot faster than normal Spell Cards. They can be activated from your hand during your turn, even during the Battle Phase; in addition, if you Set them on your side of the field, you can activate them during your opponent's turn. They can even be Chained to other cards. However, do note that if you set a Quick-Play Spell Card, you may not activate it until the next turn.


Trap Cards


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:


Normal Trap Cards can be activated in a variety of situations, but many of them are used in reaction to something (i.e. "Mirror Force" can only be activated when your opponent attacks). Their effects range from helping you out ("Nutrient Z" or "Strike Slash") to hindering your opponent ("Cloak and Dagger", maybe "Straight Flush"). Sometimes you can even use them in place of certain Quick-Play Spells ("Dust Tornado" instead of "Mystical Space Typhoon", or "Rising Energy" instead of "Rush Recklessly).


Continuous Traps are much like Continuous Spells, being denoted with a lemniscate, but they simply can't be used until the turn after they're set. They often are debilitating to unprepared opponents, or provide lasting protection to your side of the field ("Pixie Ring" is a good example). Some Continuous Trap Cards, such as "Metal Reflect Slime" or "Shapesister" have the effect of turning themselves into a Monster Card. (These Trap Monsters are treated as both a Trap and a Monster at the same time. If the trap's effect is negated, it returns to the Spell and Trap Card Zone and becomes useless; it does not become a monster again if the effect is no longer negated.)


Counter Trap Cards, denoted by a curved 'backwards' arrow, are used against other cards' effects; it's rare to see Counter Traps that are activated in response to something other than an effect (though "Black Horn of Heaven" and "Solemn Warning" are examples of this). These cards are crucial to have in at least a small quantity in any deck; not having them lets your opponent do as they please. There are many different Counter Traps for many different situations; it's best to look at your deck's other effects and see what threats you most want to prevent.

Monster Cards


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:
We'll start by color-coding.
Tan/beige monster cards are known as Normal Monsters. You can easily identify these by them not having any Effect, but also having Card Lore.


Effect Monsters are clearly identified by their orange backgrounds. In addition, after the monster Type, they will always have "/Effect]" if they do not have an Ability (such as Spirit, Toon, etc.) There are several types of effects that monsters can have, and we'll go over these later.


Fusion Monsters are purple-background cards stored in the Fusion Deck. They require specific card effects to be summoned correctly (Fusion Summoned); usually, the required Fusion Material Monsters listed on the Fusion Monster's card need to all be either in the hand or on the field when a card such as "Polymerization" is activated. (However, there are many, more specific cards that allow you to Fusion Summon aside from "Polymerization")


Ritual Monsters are not unlike Fusion Monsters. They require a specific Spell Card in order to be Ritual Summoned, and can use monsters from the field or hand in order to satisfy the requirements. Ritual Monsters are often powerful either stat-wise or effect-wise. Some Ritual Monsters can only be Ritual Summoned with their corresponding Ritual Spell Card.


Synchro Monsters are stored in the Extra Deck. These white cards are normally summoned via a Synchro Summon. This is accomplished by having a Tuner monster, as well as one or more non-Tuner monsters (all of which are known as Synchro Material), on your side of the field during one of your Main Phases (or, with an effect such as "T.G. Wonder Magician", during your opponent's); these monsters' combined Levels must be equal to the Level of the Synchro Monster you wish to summon. By sending the Synchro Material Monsters to the Graveyard, you may then Synchro Summon the desired monster from your Extra Deck.


Xyz (pronounced "Exceeds") Monsters are very distinct, via their black background and the fact that they are the only monsters with Ranks. (Notably, this makes them immune to effects that would affect monsters with Levels, such as "Gravity Bind".) To perform an Xyz Summon, you must first control monsters whose Levels match the Rank of the Xyz monster (referred to as 'Xyz Material'); the card text of the Xyz monster will tell you how many monsters you need. Then, you 'Overlay' the monsters on your side of the field (stack them on top of each other), and Overlay the Xyz Monster on top of its Xyz Materials. The Xyz Materials are no longer treated as being on the field (however, if a Material had an effect that activated when it was removed from the field, that does not activate).


Pendulum Monsters are the newest type of Monster. They are colored half green like a Spell Card and half beige or orange like a Monster Card, and may be played as either; they have their own card Ability type as well, and are further distinguished as Pendulum Monsters this way. You may summon a Pendulum Monster to the field like any other monster, unless its effect dictates otherwise. To activate a Pendulum Spell, you place it in the left or right Pendulum Zone (located directly above the Main and Extra Decks). Pendulum Monsters can have one effect as a Spell and another as a Monster (the Spell effect is on top). Note the Pendulum Scale on either side of the card (the blue and red arrows accompanied by numbers).

Notably, Pendulum Monsters on the field (treated as either a Monster or Spell) do not go to the Graveyard when destroyed; they are placed on top of the Extra Deck, face-up. Pendulum Monsters whose summons or activation as a Spell Card were negated (or those sent from the Hand or Deck) are sent to the Graveyard, however.

Instead of having their own summoning procedure, Pendulum Monsters summon other monsters. To perform a Pendulum Summon, you must have two Pendulum Monsters activated as Spell Cards in your Pendulum Zones. Once you have met these requirements, during either Main Phase, you can Pendulum Summon. By Pendulum Summoning, you can summon any number of monsters to your side of the field from your hand or a face-up Pendulum Monster from your Extra Deck. However, the Pendulum Scales of the cards in the Pendulum Zones determine what Levels of monster you can summon. The card in the left Pendulum Zone uses its left Pendulum Scale (the blue one), and the one in the right Pendulum zone uses its right Pendulum Scale (the red one). Comparing these two numbers, you can Pendulum Summon monsters whose Levels are in-between (not equaling) the Pendulum Scales.

Secondary-Types:
Next, we'll go over the different sub-classifications of Monsters. These are known as Secondary Types or 'Abilities'.


Not something you see on a card, but worth noting. All Normal Monsters, as well as Fusion, Synchro, Ritual, and Xyz cards that do not have Effects, are known as "non-Effect monsters". This can be useful to exploit with certain card effects, such as "Non-Spellcasting Area" and "White Elephant's Gift".


Flip Effect Monsters are those whose effects are activated by being flipped face-up, and all of whose effects are preceded by "FLIP:".


Ah, the lovable Toons. These monsters can either only be summoned, or can only use their effects, while the Spell Card "Toon World" is on the field. Furthermore, if "Toon World" is destroyed, all Toons on the field will be destroyed by their own effects. The advantage of Toons is that while "Toon World" is on the field, they have the option to attack the opponent directly, bypassing all of their monsters completely. These cards don't have much support for themselves, mainly "Toon Defense" and "Toon Table of Contents".


The Spirit Monsters share a lot in common. First, they cannot normally be Special Summoned from anywhere, be it Deck, Grave, or hand. Second, they all have the effect that: "During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand." This may seem like a very inflexible kind of Monster to use, but with difficulty of use comes great power: even the weakest of Spirit Monsters have potent effects, and many of them become more useful when you can use them over and over due to their self-returning effects. These cards have a myriad of support like "Spiritual Energy Settle Machine", "Spirit's Invitation", "Mirror of Yata", and others. They do also have a limited anti-support, namely "Fengsheng Mirror".


Gemini Monsters can be tricky to use. When first summoned, and in the Graveyard, they are treated as Normal Monsters. On any turn after summoning a Gemini Monster, instead of summoning another monster to the field, you can Normal Summon a Gemini Monster on the field again, turning it into an Effect Monster. These cards can be a bit of a burden to Normal Summon twice, but their effects are very potent. They have support in "Gemini Spark", "Gemini Trap Hole", and "Superalloy Beast Raptinus"; however, they also can take advantage of non-Effect monster support if you do not Normal Summon them twice, giving them a tactical advantage.


Union Monsters are a variety of monsters that have the effect of equipping themselves to another monster you control, and treating themselves as an Equip Spell Card. Generally, the equipped monster cannot be destroyed while the Union Monster is still equipped to it. These monsters have support in cards like "Frontline Base" and "Roll Out!"


Tuner Monsters are a specific type of monster needed to perform a Synchro Summon. They are usually weak by themselves, and have effects either aiding in protecting themselves long enough to perform a Synchro Summon, Special Summon other monsters, or altering the Levels of other monsters, for the same purpose. Certain cards like "Lightwave Tuning" and "Tuning Magician" can make non-Tuner cards treated as Tuners.

Monster Effects:
Now we're going to look at the different Effects of Effect Monsters.


First: Flip Effects. These are activated when the monster is flipped face-up....for any reason! Changing it yourself, being attacked, and even card effects will activate Flip Effects (though cards like "Ceasefire" can stop them from activating). Note that if attacked, the monster's Flip Effect is applied after it's destroyed by battle.


Trigger Effects are those monsters' effects that activate only when a certain condition is met. "Shining Angel" and "Mystic Tomato", for example, have Trigger Effects that activate when they are destroyed by battle and sent to the Graveyard. These effects can activate at many different times during a turn.


Ignition Effects are almost comparable to having a Normal Spell Card inside your monster. You must manually activate these effects, and can only do so when it is your Main Phase 1 or 2. These effects may come with a Cost to activate.


Just as Ignition Effects were like Normal Spells, these monsters are sort of like Monster counterparts of the other Continuous card types. These monsters apply their effects as long as they are face-up on the field (like "Hoshiningen" or "Jinzo), or apply for certain times and are rather passive effects anyhow (such as "Ancient Gear Golem").


Following our little metaphor, Quick Effect Monsters are like the Normal Traps or Quick-Play Spells. Their effects can be activated by the owner of the card during either player's turn (sometimes needing correct timing/situations to activate), and are the only Monster Effects that can be Chained to other effects. They usually consist of 'Hand Traps' (cards that you discard from your hand to activate their Quick Effects) or cards in the Graveyard that might banish or Special Summon themselves (such as "Necro Gardna"); however, several monsters on the field can have Quick Effects as well (such as "Herald of Perfection" or "T.G. Wonder Magician").

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

Post by Non Sequitur on 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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Re: Lesson #1....Rules and Game Mechanics!

Post by Non Sequitur on 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:
Things you can do: Certain card effects can only be activated in this Phase; the player and opponent both have the option to activate any Quick-Play Spells, Trap Cards, and Monster Quick Effects during this phase as well.

Things you can't do: You cannot Summon monsters during this Phase, unless the effect of a card that you can activate in this Phase allows you to. In addition, you cannot Set Spell or Trap cards.


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:
Things you can do: Recurring effects activate during this Phase; some cards may require a Cost be paid during this Phase (like "Messenger of Peace"). Of course, either player can activate Quick-Play Spells, Traps, and Quick Effects during this phase as well.

Things you can't do: You cannot Summon monsters during this Phase, unless the effect of a card that you can activate in this Phase allows you to. In addition, you cannot Set Spell or Trap cards.


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

Spoiler:
Things you can do:

  • The turn player can perform a Normal Summon or Tribute Summon (or Set the monster they would otherwise Summon this way) when the Game State is open..
  • You can also activate Spell Cards of any type as well as Monsters' Ignition Effects; you're also able to Set Spell or Trap cards facedown during this time. (Remember: if you set a Quick-Play Spell or any Trap Card facedown, you can't activate it until your opponent's turn starts.)
  • Any monster that was not summoned this turn may have its battle position manually changed, once per turn, during either Main Phase.

  • The opponent of the turn player can activate any Quick-Play Spell Card or any Trap Card during this phase (so long as the activation requirements are met), as well as Quick Effects of monsters (like "Effect Veiler"). Certain effects can only be activated during the opponent's Main Phase, such as "T.G. Wonder Magician".


Things you can't do:

  • If a monster was summoned this turn, you may not change its battle position during either Main Phase.
  • If a Quick-Play Spell Card or any type of Trap Card was Set this turn, you may not flip them face-up and activate them, unless the effect specifically says 'you can activate this card the turn it was Set'.
  • If a monster was Summoned this turn, you may not manually change its battle position. (You can use a card effect to change it, though.)

  • The opponent of the turn player cannot Summon without an effect that they can activate during this Phase. In addition, they cannot Set cards.



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 turn player enters the Start Step, and thus the entire Battle Phase, by declaring they are entering the Battle Phase (and so ending their Main Phase 1). You may enter the Battle Phase even if you don't control any monsters, or if all your monsters are incapable of attacking (due to a card effect, or due to them being in Defense Position). However: Declaring an attack, and even entering the Battle Phase at all, are both entirely optional, unless you are compelled or forced to attack by an effect (such as controlling a "Berserk Gorilla" or your opponent activating "Battle Mania").
Things you can do:

  • Activate cards, and their effects, that say they can be activated 'during the Battle Phase', like "Ghostrick-Go-Round".
  • Activate Quick-Play Spell Cards and any type of Trap Cards that can be activated at this time.
  • Declare an attack (enter the Battle Step).


Things you can't do:

  • Activate Normal Spell Cards or monsters' Ignition Effects.
  • Summon a monster without using the effect of a card (that can be activated at this time).


-The Battle Step is entered by selecting an opponent's monster as well as one of your own, and declaring that your monster attacks the opponent's monster.
Things you can do:

  • Activate a Trap Card or Quick-Play Spell Card, as well as Monster Quick Effects. This now includes Trigger Effects of cards that activate 'When an opponent's monster declares an attack' (such as "Mirror Force").
  • You can start multiple Chains in this Step. Meaning, even if 1 Chain resolves (say your opponent negates your "Mirror Force" with a "Seven Tools of The Bandit"), you can activate another card separately from the Chain after the Chain resolves. However, you could not activate another card in response to the attack, such as "Sakuretsu Armor", due to the attack declaration not being the most recent thing that occurred. "Waboku" would be an example of a card that could be activated at this point.


Things you can't do:

  • Change the battle position of your monsters.
  • Activate Normal Spell Cards or monsters' Ignition Effects.
  • Summon a monster without an effect (that can be activated during this time).


The Damage Step happens automatically after all effects activated in response to the declared attack, have been resolved. There are several 'substeps' in this single Step, and the rules for each differs.

Substeps:
~Substep #1: The start of the Damage Step.

Things you Can Do:

  • Apply the Continuous ATK/DEF altering effects of monsters that apply during the Damage Step, like "Jain, Lightsworn Paladin".
  • Activate Quick-Play Spells and Traps, or Monster Quick Effects, that alter ATK/DEF, such as "Strike Slash" or "Forbidden Lance".
  • Use Trigger Effects that activate during the start of the Damage Step, such as those of "Neo-Spacian Grand Mole" or "Mystic Swordsman Lv2".
  • Start a Chain in response to the Trigger Effects or other Spell/Trap cards, either with your own or by activating a Counter Trap.


Things you Can't Do:

  • Summon a monster without using a Spell/Trap/Trigger Effect.
  • Activate a Spell Speed 1 effect, such a a Normal Spell or Monster Ignition Effect.
  • Activate Trap Cards which required you to activate it 'when your opponent declared an attack'.



~Substep #2: Flip the defending monster face-up (if facedown). This step is skipped if both the attacking monster and the attack target are faceup.

Things you can do:

  • If the attack target is flipped face-up and has a Continuous effect (such as ATK-modifying effects, like that of "Star Boy", or the Trap-negation effect of "Jinzo"), it is applied immediately.
  • You can activate Quick Effects, Quick-Play Spells, or Traps to alter the ATK/DEF of monsters on the field.
  • You can use Counter Trap Cards or Quick Effects, like "Magic Jammer" or "Herald of Orange Light", to negate such effects that were activated in this step.


Things you can't do:

  • If the monster that was flipped face-up would 'self-destruct' due to a special condition, such as with the effect of "Thunder Nyan-Nyan", it is not applied upon being flipped face-up. If the monster survives the battle, then its own effect will destroy it if the condition is not met (in the case of "Thunder Nyan-Nyan", it would be if you control a non-Light monster).
  • If a monster that was flipped face-up has an effect that prevents it from being attacked, like "Command Knight" or "Freya, Spirit of Victory", it is not applied at this time, due to it being face-down when it was attacked and its effect not applying at the time.
  • Flip Effects, or effects that are supposed to activate 'when this card is flipped face up', are not activated at this time, unless the card text says otherwise.


~Substep #3: "Before Damage Calculation".

Things you can do:

  • Use the Trigger Effects of certain cards that must be used 'before damage calculation'. Such effects include "Drillroid" and "Ehren, Lightsworn Monk"
  • Certain effects that inflict damage are automatically activated during this Step, such as "Reflect Bounder" or "Yubel".
  • Use an effect that activates when flipped face-up by battle, such as "Ancient Lamp" or "Blast Sphere".
  • Use ATK/DEF modification Fast Effects, like "Rising Energy" or "The Reliable Guardian".
  • You can start another Chain if one has already resolved within this Step.


Things you can't do:

  • You cannot Summon during this Step unless a card effect allows you to.
  • You can't activate Normal Spell Cards or monsters' Ignition Effects.
  • You cannot Summon a monster, unless the effect of a card that can be activated during this Substep allows you to.


~Substep #4: Damage Calculation. It is during this time that the ATK of the attacking monster is compared to the ATK/DEF of the attack target (depending on its battle position).

Spoiler:
Rules for damage calculation:

  • If the attacking monster has higher ATK than the attack target's ATK (if the target is in Attack Position), the attack target is destroyed at the end of Damage Calculation (not during).
    The destroyed card's controller takes Battle Damage to their Life Points equal to the difference between the two monsters' ATK. If two monsters with the same ATK battle, both are destroyed at the end of Damage Calculation, and neither player takes Battle Damage.

    Example 1: Player A's "Gene-Warped Warwolf" (2000 ATK) declares an attack on Player B's "Beaver Warrior" (1200 ATK). "Beaver Warrior" will be destroyed, and Player B takes 800 Battle Damage.
    Example 2: Player A's "Gene-Warped Warwolf" (2000 ATK) declares an attack on Player B's 1200 ATK monster. Player B activates "Forbidden Lance", reducing the ATK of "Gene-Warped Warwolf" by 800. Both monsters have 1200 ATK; both monsters will be destroyed, and no Battle Damage is inflicted.
    Example 3: Player B has "Fire Formation - Tensu" active on their side of the field, raising the ATK of her "Beaver Warrior" by 100. Player A's "Alexandrite Dragon" (2000 ATK) declares an attack on Beaver Warrior (1300 ATK). Player B activates "Forbidden Lance", reducing the ATK of "Alexandrite Dragon" by 800 (now 1200). "Alexandrite Dragon" is destroyed, and Player A takes 100 Battle Damage.
  • If the attack target is in Defense Position, its DEF is used for damage calculation instead of its ATK. If a Defense Position monster is destroyed by battle, its controller takes no Battle Damage (unless a monster has an effect that allows it to deal Piercing damage, in which case the difference is dealt as damage just like Attack Position monsters). If the Defense Position monster's DEF is higher than the attacking monster's ATK, the attacking monster's controller takes damage equal to the difference between the ATK of the attacking monster and the DEF of the attack target. (However, the attacking monster is not destroyed.)
    Example 1: Player A's "Vorse Raider" (1900 ATK) declares an attack on Player B's "Little-Winguard" (1800 DEF). Player B's monster will be destroyed, and Player B takes no damage.
    Example 2: Player A's "Vorse Raider" (1900 ATK) declares an attack on Player B's Defense Position "Spirit of the Harp" (2000 DEF). Player A takes 100 Battle Damage, and no monsters are destroyed.
    Example 3: Player A's "Enraged Battle Ox" (1700 ATK) declares an attack on Player B's Defense Position "Aussa the Earth Charmer" (1500 DEF). "Aussa" will be destroyed, and "Enraged Battle Ox" inflicts Piercing Battle Damage to Player B (200 Life Points).
    Example 4: Player A's "Dark Blade" (1800 ATK) declares an attack on Player B's Defense Position "Little-Winguard" (1800 DEF). Neither monster will be destroyed, and neither player takes Battle Damage.
  • If the opponent has no monsters on their side of the field, your monsters may attack the opponent directly, and the entirety of the attacking monster's ATK will be deducted from the opponent's Life Points.


Things you can do:

  • Activate an effect that specify that they can be used 'during damage calculation' (or have a ruling saying the same), such as the effects of "Injection Fairy Lily" and "Honest".
  • Use Counter Trap Cards, or other Quick Effects such as "Light and Darkness Dragon" or "Herald of Orange Light" in response to effects that are activated during Damage Calculation.

Things you can't do:

  • Activate cards that do not specify they can be activated 'during damage calculation' (or have a ruling supporting that they can)
  • Summon a monster without the effect of a card that can be activated during damage calculation.
  • Change the Battle Position of your monsters.
  • Set cards on the field.


~Substep #5: "After Damage Calculation".
Things you can do:

  • Effects that cause a monster to 'self-destruct' (referenced in Substep 2) are now applied, if the battling monster is still face-up on the field and the condition for destruction is met. (See the "Thunder Nyan-Nyan" example in Substep 2.)
  • If Battle Damage was inflicted, you can activate effects that may be used when Battle Damage is inflicted, such as those of "Don Zaloog", "Kycoo the Ghost Destroyer", "Sasuke Samurai #3", or "Damage Condenser".
  • If you took Battle Damage, you can activate your set "Flashbang" before any other effects activate or apply. (If other effects would have been activated due to inflicting Battle Damage, they miss the timing. "Flashbang" causes this Substep (and the entire turn) to end, removing the chance for effects to activate.)
  • You can Chain an effect to negate the activation of a card, like "Herald of Orange Light" or "Divine Wrath".


Things you can't do:

  • Activate Normal Spells or Ignition Effects.
  • Summon a monster without the effect of a card that can be activated during damage calculation.
  • Change the Battle Position of your monsters.
  • Set cards on the field.


~Substep #6: Resolve effects of monsters flipped face-up by the attack (the ones whose effects were postponed from activating in Substep 2).
Things you can do:

  • Activate Flip Effects, or other non-Flip effects that activate when the monster is flipped face-up.
  • Trigger Effects that activate after the battle, such as "D.D. Warrior Lady", "Wall of Illusion", and a Defense Position "Legendary Jujitsu Master", can/will be activated at during this Step.
  • Chain a Fast Effect (such as "Herald of Orange Light" or "My Body as a Shield") or a Counter Trap (such as "Divine Wrath") to an effect that was activated.

Things you can't do:

  • Activate Normal Spells or Ignition Effects.
  • Summon a monster without the effect of a card that can be activated during damage calculation.
  • Change the Battle Position of your monsters.
  • Set cards on the field.



~Substep #7: End of Damage Step. All monsters that were determined to be destroyed during Damage Calculation are now destroyed and sent to the Graveyard; no sooner..
Things you can do:

  • Use Trigger Effects that activate when a monster(s) is destroyed (such as the effect of "Tualatin" and "Time Machine"), when a monster destroys another monster (like "Elemental HERO Flame Wingman"), or when a monster is destroyed and sent to the Graveyard (like "Mystic Tomato"), or just destroyed by battle, period (like "Apprentice Magician").
  • You can/must remove a counter from monsters that would be destroyed by battle, like "B.E.S." monsters, "Defender, the Magical Knight", or "Des Mosquito".
  • Activate effects that can only happen at the end of the Damage Step, such as those of "Ryu Kokki" and "Getsu Fuhma".

You go through the Battle Step and Damage Step each time you attack with a monster. Each monster can only attack an opposing monster/the opponent's Life Points directly once during its controller's Battle Phase (unless otherwise dictated by a card effect, like "Ultimate Tyranno", "Miracle Locus", or "Enlightenment").

-The End Step is when you declare an end to the Battle Phase and proceed onto your Main Phase 2 (or End Phase). Several effects, including that of "Alien Mother", "Dark Diviner", and "Miracle Flipper" either activate, or last until, the End Step. In addition, the opponent has priority to activate Traps and Quick-Play Spells.


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:
Things you can do:

  • If you have not done so during your Main Phase 1, you may use your allotted Normal Summon/Set for the turn in this Phase.
  • You can change your monsters' Battle Positions, IF:
    (1. They did not attack this turn.
    (2. They were not Summoned this turn.
    (3. You did not change their Battle Position manually (without a card effect) already this turn.
  • You can Set Spell and Trap Cards during this Phase.
  • Normal Spells and Ignition Effects can be activated at this time (unless the card text says otherwise), as well as Quick-Play Spells and Traps that were set at least last turn.

  • The opponent can activate a Quick Effect, Trap Card, or Quick-Play Spell Card during this phase either if the game state is open or in a chain to another effect.


Things you can't do:
  • If a monster was summoned this turn, or it attacked this turn, you may not change its battle position during either Main Phase.(You can use a card effect to change it, though.)
  • If a Quick-Play Spell Card or any type of Trap Card was Set this turn, you may not activate them, unless the effect specifically says 'you can activate this card the turn it was Set' (and you meet the condition for it, if applicable).
  • If a monster was Summoned this turn, you may not manually change its battle position.

  • The opponent of the turn player cannot Summon without an effect that they can activate during this Phase. In addition, they cannot Set cards.



  • 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:
    What you can do:

    • Activate Quick Effects, or Traps/Quick-Play Spells (if they weren't set this turn).
    • If your hand contains more than 6 cards, you must discard until your hand contains 6 cards. (Some cards, like "Hieroglyph Lithograph", "Silent Wobby", and "Enervating Mist", change the hand size limit for one player. The effect of "Infinite Cards" removes the hand size limit on both players' hands, completely, while it is on the field.)


    What you can't do: [list]
    [*]Summon a monster without an effect that can be activated at this time.
    [*]Set cards on the field.
    [*]Activate Ignition Effects.

    You may now post comments and questions freely!

    Non Sequitur

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