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Yugioh Training
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 Gameplay
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 1.


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.

      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 Graveyard.

Back to Training << The Duel Field                                         Continue Training >> Battle Phase



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