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Yugioh
Training |
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Chains
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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.
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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.
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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.
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Gameplay
Terminology
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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.
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Phases
of Gameplay
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Repeat
these phases for each subsequent turn.


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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.
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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.
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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).
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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
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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.
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Controlling
an Opponent's Monster
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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.
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