Mysticphoenix
Posts : 5 Join date : 2012-07-01 Age : 34 Location : Fiji
| Subject: Re: Class: Turn Structure, all the Six Phases. Sun Jul 01, 2012 12:17 pm | |
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Tsubasa Mushra Admin
Posts : 441 Join date : 2011-10-14 Age : 34 Location : Brazil
| Subject: Class: Turn Structure, all the Six Phases. Sun May 20, 2012 2:45 pm | |
| Well, like said before, we will try to answer all questions the newcomers have, this article was made to teach the basic structure of a "Turn" on "Yu-Gi-Oh TCG" (Trading Card Game), this rules apply to OCG (Online Card Game) as well....Turn Phases Each player's turn is comprised of six Phases. These six Phases continually cycle, alternating between players until a winner is declared. Strictly speaking, you must declare when you are entering or leaving a Phase, and a Phase can only be left if both players agree. Order of a Turn:
1- Draw Phase 2- Standby Phase 3- Main Phase 1 4- Battle Phase 4.1- Start Step 4.2- Battle Step 4.3- Damage Step 4.4- End Step 5- Main Phase 2 6- End Phase 1- Draw Phase During the Draw Phase, the Turn Player draws 1 card from his/her Deck. This is the very first thing that happens during the Draw Phase, which means an opponent cannot activate a card before the Turn Player draws a card. Some card effects, however, such as that of "Hino-Kagu-Tsuchi", will activate during the Draw Phase, before the Turn Player can draw a card.If the Turn Player's Deck Zone contains no cards when he/she enters the Draw Phase, and if he/she is required to draw a card, then he/she loses the Duel.
Trap Cards and Quick-Play Spell Cards may be activated in this Phase, after the Turn Player has drawn a card. 2- Standby Phase The Standby Phase happens immediately after the Draw Phase. Some cards state that certain actions are to take place in this Phase, such as the effects of "Treeborn Frog", "Bowganian", "Legendary Fiend" and "Armed Dragon LV3" , as well as the Maintenance Costs for other cards, like "Messenger of Peace" and "Fairy Box". The Turn Player may decide in which order any of these actions are performed. There are some cards that can only be activated in the Standby Phase, such as "Curse of Fiend". Trap Cards, Quick-Play Spell Cards and monster Quick Effects may be activated in this Phase. 3- Main Phase 1 In Main Phase 1, the Turn Player may:
3.1- Normal Summon, Tribute Summon, or Set a monster. 3.2- Special Summon a monster(s). 3.3- Manually change the Battle Position or perform a Flip Summon on a Monster Card, provided it was not Set or Summoned this turn. 3.4- Activate effects, such as those of "Barrel Dragon" or "Blowback Dragon". 3.5- Activate or Set Spell and/or Trap Cards of any speed. Quick-Play Spell Cards and Trap Cards cannot be activated in the turn they are Set.
If a particular monster wasn't Summoned this turn, the Turn Player can flip it face-down using its effect (such as with "Guardian Sphinx" or "Swarm of Scarabs"), and then perform a manual Flip Summon on it, since the rules state that only one manual Battle Position change may be performed per turn; Battle Position changes by effects do not count towards this. After Main Phase 1 has ended, the Turn Player may choose to enter the Battle Phase. If he/she chooses not to, the player automatically proceeds to the End Phase (he/she may NOT enter Main Phase 2). 4- Battle Phase The Battle Phase is the Phase in which Battles are conducted. A Battle Phase can be conducted every turn except the first turn of the Duel, after the Turn Player's Main Phase 1. It is split into four main areas:
4.1- Start Step: In the Start Step, the Turn Player declares that he/she is entering the Battle Phase. Either player may activate Trap Cards and/or Quick-Play Spell Cards at this time.
4.2- Battle Step: In the Battle Step of the Battle Phase, the Turn Player selects, and announces 1 monster he/she wishes to attack with, and either targets 1 of the opponent's monsters he/she wishes to attack, or, if he/she is able to, announces that he/she wishes to attack the opponent's Life Points directly.
When an attack is declared, the Turn Player retains Priority to activate effects. At this time he/she is free to activate cards that perform an action when a monster attacks or any other effect with timing he/she can meet.
If the Turn Player decides that he/she will pass, the opponent is given a chance to activate effects that respond to the attack ("Sakuretsu Armor", "Mirror Force", etc.) or any other effects with timing he/she can meet. If the Turn Player passes, and the opponent passes as well, the chance to activate any more cards that activate in response to an attack is GONE. 4.3- Damage Step (includes Damage calculation): During the Damage Step of the Battle Phase, the damage is calculated from the declared attack. If the defending monster is face-down, it is flipped face-up first during this Phase. If the defending monster has a Flip Effect, it is applied after Damage calculation, but still within the Damage Step. The Flip Effect does not affect monsters that have already been destroyed as a result of Damage Calculation. This includes the monster itself, so a flipped "Penguin Soldier" that was destroyed in battle cannot select itself as a target since it has already been destroyed. This is because, even though the monster has not left the field, it has already been decided that the "Penguin Soldier" in question will be sent to the graveyard.In the Damage Step, only certain cards and effects may be activated. These include:
4.3.1- Counter Trap Cards ("Solemn Warning", "Dark Bribe"). 4.3.2- Normal Trap Cards, Continuous Trap Cards, Quick-Play Spell Cards, and Quick Effect Monster Cards that alter the ATK and/or DEF of one or more monsters on the field ("Blast with Chain", "Rush Recklessly", "Castle Walls", "Reinforcements", "Shrink", "Honest"). The card must DIRECTLY affect ATK/DEF to be valid; you cannot activate Scapegoat during the Damage Step even if you control United We Stand, for example, because Scapegoat does not directly change the ATK/DEF on any monsters. 4.3.3- Mandatory Trigger Effects ("King Tiger Wanghu"). 4.3.4- Flip Monster Effects (which are mandatory by nature) ("Cyber Jar"). 4.3.5- Quick Effect Monster Cards that negate the activation of other cards or effects ("Herald of Perfection, "Horus the Black Flame Dragon LV8"). 4.3.6- Any card whose text specifically says it may be activated during the Damage Step ("Nutrient Z", "Kuriboh"). Cards that do not meet the activation criteria, but whom Konami/UDE have stated may be activated in the Damage Step ("Null and Void").
Cards that Special Summon monsters when destroyed in battle, such as "Shining Angel", "Mystic Tomato" and "Pyramid Turtle" all Special Summon monsters during the Damage Step, and as such, "Torrential Tribute" and "Bottomless Trap Hole" cannot be used against them, since these cards cannot be activated in the Damage Step. For the same reasons, "Royal Decree" cannot be activated in response to Trap Cards like "Skull Dice" in the Damage Step, since it does not alter ATK or DEF (if Royal Decree was already face-up prior to the Damage Step, though, then it will still negate cards such as Skull Dice in the Damage Step). The Flip Effects of Flip Effect Monsters such as "Cyber Jar" activate after Damage calculation if flipped up as a result of battle but is still within the Damage Step, so Royal Oppression cannot negate it. Also, certain cards prevent the activation of Spell and Trap cards until the end of this step, such as the "Ancient Gear" monsters (with the exception of "Ancient Gear" and "Ancient Gear Cannon").
"Spellbinding Circle" cannot be used in the Damage Step since it does not change the ATK or DEF of its target. However, "Shadow Spell" can be used. Although "Shadow Spell" has the same attack prevention effect as "Spellbinding Circle", it lowers its target's ATK by 700.
At the end of the Damage Step, the Monster Card(s) destroyed as a result of battle are sent to the Graveyard, unless a card effect specifies that they go elsewhere, such as when "Macro Cosmos" or "Dimensional Fissure" is active. 4.4- End Step: Once all battles have been resolved by repeating the Battle Step and Damage Step Sub-Phases, the Turn Player may declare an end to the Battle Phase, resulting in the End Step.
Either player may activate Trap Cards, monsters' effects like "Alien Mother", "Sword Hunter", "Scrap Worm", "Protector of the Founders, Tyrus", "Dark Diviner" and/or Quick-Play Spell Cards at this time. The effects of "Gladiator Beast" monsters also take place during the End Step. 5- Main Phase 2 After the Battle Phase, the Turn Player enters Main Phase 2. In this Phase, any action that could normally be performed in Main Phase 1 can occur, as long as the requirements are met (i.e. no more than 1 Normal Summon or Set). 6- End Phase Once Main Phase 2 (or Main Phase 1 if no Battle Phase was conducted) has been completed,the player proceeds to the End Phase. Any card effects that resolve in this Phase now take effect, such as "Change of Heart" or "Brain Control". The Turn Player gets to decide in which order any effect resolves. In addition, the Turn Player may also have to pay maintenance costs for cards such as "Clear World."
If the Turn Player has seven or more cards in his hand at this time, he/she must discard to the Graveyard cards until they have only six cards in their hand. This action is the very last thing to happen in any End Phase.
If an action is to be taken "at the end of the End Phase", such as the wear-off of the temporary 3000 ATK boost of "Theinen the Great Sphinx", it is, predictably, the very last thing to happen in this Phase before the Hand Limit Discard occurs.
Trivia: The End Phase is the only phase that cannot be skipped by a card effect, unless the entire turn gets skipped. I hope you guys find this class helpfull, see yu next class!Source: http://yugioh.wikia.com/wiki/Main_Page | |
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