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Action, Reaction and Priority There are 3 important terms to fully understand the Yu-Gi-Oh! Game Mechanics. Those are action, reaction and priority. What is an action? Actions are:
You cannot chain to an action, as actions do not posses any Spell Speed. Therefore, you can only answer to an action with a reaction. Fulfilling an action does not pass priority, so the turn player has still the chance to react to his own actions first. What is a reaction? A reaction is the answer to an action. Because you cannot chain to an action, we simply call it "to react". In conclusion, we only use the term "reaction" when we want to activate something in response to an action to differ it from "chaining". What is priority?
Basics regarding priority: Priority describes the right of a player to activate a card or an effect and to do an action respectively. Everytime a player has no priority, it simply means he has to wait for his opponent do do something. Always remember that priority changes between both players, so that both players have the chance to do something in turns. What does priority comprise of? Basically, the Turn Player is always the one having priority first. He can use his priority or pass priority to his opponent, which means he gives his opponent priority to do something. The opponent now may also choose between using his priority or passing it. A Turn Player may use his priority to activate a Spell or Trap Card. If the Turn Player decides to Summon a monster, he is the first player to get priority. Theoretically, he is the first one that may negate the Summon of his own monster. If he does not want to negate his own Summon (that is most likely), the non-Turn Player gets priority to negate the Summon with cards like "Solemn Judgement". If the non-Turn player does not want to use his priority and passes it back to his opponent, the monster is successfully Summoned. As a non-Turn Player, you can always only activate cards and effects that can be activated in your opponent's turn. When a player uses his priority to activate an effect or card, he automatically passes priority to his opponent. Now, the opponent may decide to activate an effect or card. You ALWAYS need priority if you want to do anything. Priority in Chains: If a player uses his priority to activate a card's effect, this effect starts a chain. Afterwards, his opponent gets priority to chain (use priority) or pass. If both players pass one after another, the chain starts to resolve in reversed order (see chapter "Chains"). After a chain resolved, it is always the turn player getting priority to react to the last resolved effect. Retaining Priority: As already explained, priority changes between both players in turns. But this does not count for actions. If a player does an action, he retains his priority. Always keep in mind that the Turn Player has only a limited priority after a Summon. He cannot summon another monster right away. Afer doing an action, a Turn Player`s priority is limited to the following 2 options:
If a Trigger Effect controlled by the Turn Player activates due to the successful Summon (e.g. Zaborg the Tunder Monarc), the priority is automatically used for this Trigger Effect. How to handle Priority: Of course you can always ask your opponent if he wants to use priority or not. But it is much easier when the player that wants to use priority simply states when he wants to. For example, it might be helpful to state directly when summoning: "I use my priority to ..." This also counts for the non-Turn Player. If the non-Turn Player wants to activate an effect in Main Phase 1, but the Turn Player immedatly declares an attack after summoning his monster, you can say: "After you passed priority (and this is what the Turn Player did to change into Battle Phase), I activate ...". You might already note that it is really important to communicate properly in order to avoid problems. Of course, you cannot use this method to dodge something. Players are always responsible for a clear Game State and might get penalties if not caring for it. Concrete Examples: Player A Normal Summons "Snipe Hunter". As the Summon is an action, player A retains priority to activate an Ignition Effect of a monster (e.g. "Snipe Hunter") or to activate a Spell Speed 2 or 3 card (e.g. Torrential Tribute). After player A used or passed his priority, player B can choose to react to the action.
Player A (Turn Player) Normal Summons "X-Saber Airbellum" in his Main Phase 1. He does not use his priority and declares a direct attack with "X-Saber Airbellum".
Priority in Phases
Mostly in the Standby Phase, the End of Battle Phase or the End Phase, it might happen that several effects need to resolve, but there is no exact time stamp when these effects need to resolve. Therefore, we resolve these effects following the principle of priority and NOT after SEGOC.
In the easiest case, a player controls all effects that need to be resolved in the same Phase. This player may choose the order in which he wants to resolve those effects. Example: Player A is in his Standby Phase and controls a "Messenger of Peace" and has a "Treeborn Frog" in his graveyard.
This concept gets a bit more complicated if both players control effects that need to resolve. Because the Turn Player has priority, he may choose to use one of his effects or pass priority. If he activates an effect, both players will proceed with building a chain as usual. After resolving that chain (remember: Even if it is only 1 chain link, it still is a chain), the turn player again gets priority and can activate the next effect. Only if he passes his priority, the turn player can activate one of his remaining effects (or something else). If the Turn Player does not want to pass priority, he can first activate all effects that need to resolve in this specific Phase. Example: Player A attacks with his two "Gladiator Beast Laquari" into his opponent's two "Gladiator Beast Hoplumus".
If there is a mandatory effect involved, and both players pass priority, the Turn player MUST activate one of his effects (else, we would be in an infinite loop). After this happened, and no one wanted to chain, the effect resolves and the procedure starts again. The turn player has now again the priority to activate an effect or to pass priority. If the Turn Player controls no more mandatory effects, the mandatory effects of the non-Turn player have to resolve. In conclusion: In case of mandatory effects, if the non-Turn player chooses to pass priority back, the Turn Player has to resolve his mandatory effects first. The Summoning Procedure Summoning consists of a procedure that can be broken down to very small parts. In most cases, you will not need 100% knowledge of the exact procedure, but knowledge might be helpful in some special cases. Part 1: Declaring the Summon We guess no one declares every tiny bit of his actions, but to be excact, every Summon has to be declared first. In practise, only few people work with this declaration of Summons. Most players simply place the to-be-summoned monster on the field. In those cases, it is still possible to negate the Summon with e.g. "Solemn Judgement", before the summoning player can activate any effects of the monster in question. In case of inherent Special Summons and Tribute Summons, this is the time where monsters are tributed (send to the graveyard) or costs are paid. Except for non-inherent Summons, all Summons can only be conducted/declared at a neutral Game State. Part 2: Possible Negation of the Summon The monster is placed on the field, but is has neither an effect nor does it count as successful Summoned. First, the Turn Player retains priority to negate his own Summon. Because he is not very likely to do so, the non-Turn Player gets priority afterwards to negate the Summon, e.g. with "Solemn Judgement" or "Horn of Heaven". It is possible to negate the Summon of "Jinzo", because his trap-negating effect is only possible after he is successfully summoned. If the opponent activates an effect or a card to negate the Summon, the Turn Player gets priority to chain. Keep an eye to the Spell Speeds involved, as a lot of Summon-negating effects are from Counter Traps (Spell Speed 3). If the Turn Player manages to prevent the negation of his Summon, the turn player cannot play another card to negate the Summon. This is because negating effects always need to be activated in direct response to what they want to negate. Part 3: The Successful Summon of the monster From now on, the monster counts as "successfully summoned", and the Game State changes from "neutral" to "monster summoned". Permanent Effects like those of "Jinzo" or the first effect of "Light and Darkness Dragon" are now, if not negated, active. After all permanent effects that are active on the field (Field Spell Cards, ...) are calculated in and all Trigger Effects are on the chain, the player whose effect is NOT the last one in the chain gets priority. If there are no Trigger Effects, the Turn Player gets priority. He can use this or simply pass it. If he passes, the non-Turn Player gets the opportunity to react to the Summon. Because permanent effects are active when the monster is summoned, even before Trap Cards can be activated, from now on it is not possible to activate Trap Cards (e.g. "Trap Hole") against "Jinzo". To sum it up, Summon-negating effects can even negate the Summon of a "Jinzo", but it not possible to use any Trap against him as soon as he is successfully Summoned. Effect Types of Tribute Summons At a Tribute Summon, there are different kinds of effects that can be activated when the monster is summoned:
How these are resolved is explained in the following chapter. To understand it, you should have read the chapters about "SEGOG", "Monster Effects" as well as "Action, Reaction and Priority". Depending on the Level of the Monster that should be Tribute Summoned, 1 or 2 Monsters are needed as a tribute. If those tributed monsters posses a mandatory Trigger Effect (e.g. Sangan), their effects trigger right now and are to be put first on the chain after the successful Tribute Summon. Optional Trigger Effects (e.g. "Jinzo Returner") miss their timing when used for a Tribute Summon, because they need to be activated RIGHT NOW and therefore cannot be activated later on. When several monsters with mandatory Trigger Effects are tributed, they go on chain following SEGOC. When the Monster is successfully tribute summoned, we first look if there is an effect that negates the effect of the Tribute Summoned monster (e.g. "Skill Drain"). If this is not the case, the permanent effects of the monster are immediately active. Now, all other permanent effects on the field are counted in. After this, all Trigger Effects that need a successful Tribute/ Normal Summon trigger (e.g. "Mysterious Puppeteer", "Caius the Shadow Monarch") go onto 1 chain. Now, all Effects that triggered until now form a chain and are therefore activated. Effects of the tributed monsters and effects that trigger upon a successful summon are NOT combined to into one chain together using SEGOC. First, all graveyard effects chain following SEGOC, then all effects that trigger upon the successful summon are chained using SEGOC. The reason for this is that both kind of effects trigger at differend times. Optional Trigger Effects like the one of "Mobius the Frost Monarc" can also be activated if they are not chain link 1. The reason for this is that those effects trigger upon a Game State that is not changed when building the chain and therefore they can also be activated at a later time. Important: These effects have to be activated at the next possible time. Else, the effect counts as not activated and even if the Game State does not change, they cannot be activated later on. Example: "Sangan" is tributed for "Mobius the Frost Monarc" and becomes therefore chain link 1 after the successful Summon.
After all triggering effects went onto the chain, the player whose effect is not the last one in the chain gets priority. Ignition Effects (e.g. "Exiled Force", "Snipe Hunter") can only be activated if they are chain link 1. The reason for this is that Ignition Effects always need to be chain link 1. As soon as the opponent has priority, he may use it either to chain to the effect last activated in the chain or to response to the Summon (e.g. "Torrential Tribute"). Examples: "Skill Drain" is face-up on the field. A tributes "Treeborn Frog" for "Jinzo".
"Goblin Zombie" is tributed for "End of Anubis".
"Level Limit - Area B" is face-up on the field. "Jinzo Returner" is tributed for "Horus the Black Flame Dragon LV6".
Now, some more advanced examples: Player A tributes "Sangan" and "Treeborn Frog" to summon "Dark Magician of Chaos". B controls a "Mystic Plasma Zone" and a "Mysterious Puppeteer".
Important: When a monster is tributed for a Tribute Summon and the effect of the monster triggers (e.g. "Sangan"), the effect of the tributed monster has to be chain link 1. Even if the Tribute Summoned monster has also an effect (e.g. "Caius the Shadow Monarc"), the effect is then chain link 2, as the trigger for "Sangan" was earlier. Player A tributes "Sangan" for "Zaborg the Thunder Monarc". "Final Attack Orders" and "Stumbling" are face-up on the field.
With the aid of "Soul Exchange", Player A tributes his opponent's "Goblin Zombie" and his own "Sangan" for "Light and Darkness Dragon". Player A also controls a "Mysterious Puppeteer" and B has a face-up "Stumbling".
The Game State General The term "Game State" is inofficial and no futher explained in official ressources. Still, the Game State plays an important role in comprehending certain Game Situations.
The Game State describes what happens just now in the Duel. Even if there is nothing happening at all, the Game State says exacly this. We call this a "neutral Game State". Generally spoken, only during a neutral Game State a player has the opportunity to play cards from his hand. Examples that need a neutral Game State: Normal Summon a monster, do an inherent Special Summon, activate a Normal Spell Card, set a Trap Card, ... The Game State changes due to actions and the resolve of effects, e.g.:
Remind: The Game State does not change during a chain. Example: Player A summons "Destiny Hero - Dasher" using his priority on neutral Game State. The Game State changes from "neutral" to "monster summoned". A has a set "Torrential Tribute" and B has a set "Bottomless Trap Hole".
The last thing that happened during a resolving chain is the new Game State until both players pass priority. If Player A passes priority, Player B can use his priority to respond to the game state. If B does, A can choose to chain to B's response or respond himself to the Game State. To return to a neutral Game State, both players need to pass priority after the resolve of a chain or an action one after another on an empty chain. Example: A Summons "Destiny Hero - Dasher".
Changing Phases Every time the Turn Player enters into a new Phase, he has priority. If he wants to enter the next Phase, he has to pass priority first. This means that the non-Turn Player gets the opportunity to activate a suitable effect before the game continues in another Phase.
Only when both players pass priority on a neutral Game State, the game continues into the next Phase. Therefore, there is no thing like "react to the change of a Phase", it is simply the prioriy the opponent automatically gets when the Turn Player wants to enter a new Phase. After entering a new Phase, the Game State is still neutal, the turn player has priority.
Example: Player A controls a face-up "Pitch-Black Warwolf" that was summoned the turn before. He wants to enter the Battle Phase. To do so, he passes priority on an empty chain on neutral Game State. B activates "Enemy Controller" and changes "Warwolf" into Defense Position.
Change Battle Position Manually Change "Manually" means to change the Battle Position without an effect. The player simply uses a general Game Mechanic to change the Battle Position of his monsters once per turn. But there are restrictions. The change of a Battle Position is only possible when:
If one of these 3 criterias is not met, you cannot manually change the Battle Position. Also, the change of Battle Position can only be done on neutral Game State. Examples: Player A attacks with his "Cyber Dragon" a set "Morphing Jar #2". The Flip Effect of "Morphing Jar #2" resolves and Player B Special Summons 2 monsters in face-down Defense Position. Player A has a "Mind Control" on his hand.
Player A's "Stealth Bird" is flipped face-up because of an attack. It is A's turn.
A attacks directly with "Spirit Reaper". B responds with "Scapegoat".
Change by Card Effects There is no limit to the number of times a monster's battle position can be changed by card effects. Examples: Player A flips his "Stealth Bird" and attacks with him.
A flips his "Needle Worm" to use his Flip Effect. Afterwards, he uses "Book of Moon" to set him face-down again. Following this, he activates "Book of Taiyou" to flip "Needle Worm" again.
There are some card effects that forbid the change of a monster's Battle Position (e.g. "Thousand Eyes Restrict"). Those effects generally only prevent manual changes of the Battle Position, a change by a card effect is still possible. It is still possible to change the Battle Positions of face-up monsters with level 4 and higher while "Level Limit - Area B" is active. The monsters are simply changed back to Defense Position afterwards. Set Monsters Set monsters are threated differently than face-up monsters. We will look at examples in the following. Characteristics of Set Monsters A set monster has NO type, attribute, level, ATK or DEF. Also, it has no name and no effect. A set monster is simply a set monster. Example: A has a set "Spear Dragon" and a face-up "Lord of Dragons". B activates "Nobleman of Crossout" and targets the set "Spear Dragon".
But it is possible to tribute a set monster as a cost for another card as long as the set monster fulfills the requirements. Examples:
WWe see: We can only tribute a set monster as a cost when we control the set card at this moment. Contact Fusion: This special way of Summoning Fusion Monsters works without "Polymerisation". Contact Fusions can be conducted when all required monsters are on your side of the field. A contact fusion can be conducted even if all materials are in face-down Defense Position. Example: A can send a set "Gladiator Beast Bestiary" and a set "Gladiator Beast Laquari" back to his deck in order to Contact Fusion "Gladiator Beast Gyzarus". Effects of Set Monsters Set monsters have NO effect. Beispiele: A has a set "Spirit Reaper" on his side of the field. B activates "Mind Control" targeting the set "Spirit Reaper".
Exceptions are monsters that explicitly state in their effect text that they can be activated while set face-down: A has a set "Big Shield Guardna" on his side of the field. B activates "Nobleman of Crossout" targeting "Big Shield Guardna".
It is not possible to tribute a set monster for its own effect. A has "The Creator" on his hand and a set "The Creator Incarnate" on his side of the field.
The Activation of Cards Cards with Activation Requirements Some cards can only be activated in certain situations. These cards have activation requirements. They either can only be activated in a certain Phase or in reaction to an action (e.g. attack declaration). Examples:
When cards with activation requirements get destroyed through the effect of another card (e.g. "Heavy Storm"), they cannot be chained because they do not fulfill their activation requirements. Examples: "Heavy Storm" destroys "Mirror Force".
A activates "Heavy Storm" to destroy his opponent's "Scapegoat", which the opponent chains. A also controls a set "Torrential Tribute".
Cards without activation requirements Set Quick Spell Cards and Trap Cards that have no specific activation timing can be activated "anytime" (same for Quick Effects), provided that they have been set the previous turn. Of course, you still need priority to activate a card. Beispiele:
Even if a card would destroy a card that has no activation requirements, the card can be chained. Although the card is destroyed in the resolve, the effect activates! The reason lies in that an effect is no card. The only exceptions are permanent effects (Equip Spell Cards, Continous Spells and Traps), they need to be face-up on the field to have their effects. More about this in the chapter "chains". The Kara Uchi Principle This principle is used to check the legality of the activation of a card or an effect. It means that you can only activate a card or an effect when it is sure BEFORE the activation that the effect can fully resolve. If this is not the case, you cannot activate the card.
Generally, you assume that no more chain links are added to make the activation legal. These should have been activated earlier. Examples:
The exceptions to the "Kara Uchi Principle" are Flip Effects: Player A has a set "Morphing Jar" while B has only 4 cards left in his deck.
Activation Place Generally, card effects resolve where they are activated. Meaning: Player A activates a Spell Card on his side of the field. The effect of the card resolves on his side of the field, A gets the effect. Advanced Example: A controls a face-up "Remove Brainwashing" and has a "Destiny Hero - Disc Commander" in his graveyard. B activates "Monster Reborn" targeting "Disk Commander".
Although it is B summoning the Monster, it is A getting the effect. This is because the monster determines the controller of the effect upon activation of the effect. Activation Place and Costs Regarding activation costs, we sometimes have graveyard effects and field effects that do not seem to be such. Effects with activation costs always activate where the costs are paid. Examples: Player A has a face-up "Shadow-Imprisoning Mirror". B discards "D.D. Crow" as activation cost from his hand, targeting his opponent's "Treeborn Frog".
"Destiny Hero - Malicious" is in B's graveyard. A controls "Shadow-Imprisoning Mirror". "Destiny Hero - Malicious" is banished from the graveyard as a cost to activate its effect.
Loops Infinite Loops An Infinite Loop is an effect combination in which several effects influence the game at the same time, causing a chain or a repetition of permanent effects that have no finite end. Infinite loops are forbidden.
If a player knows that the activation of a card causes an Infinite Loop, he CANNOT play this card or change the position of a card respective. If he does anyhow, this counts as misactivation, the card returns to its original position. Example: A controls a "Cyper Phoenix" in face-up Attack Position, an "Archfiend" monster and a "Falling Down". B only controls "Jinzo". A wants to take control over "Jinzo" with "Falling down".
There exist situations where no player takes the fault in creating an Infinite Loop. If it comes to an Infinite Loop by accident, the card NEGATING something gets destroyed. Important for this mechanic is, that before activation it was not sure that this would lead into an Infinite Loop. Example: A played "Falling Down" on his opponent's "Jinzo". In addition, A has a set "Cyber Phoenix" on his side of the field. B plays a "Book of Taiyou" on "Cyber Phoenix".
Legal Loops There also exist legal loops. In these, the player causing the loop just names a number of times he wants to repeat something ("infinite" is no number). After it, he has to do another action.
Legal Loops can always be stopped manually. Because of this, they are not forbidden. As long as there exists a chance to stop the loop, it is perfectly legal. Example: A controls an "Ultimate Tyranno" in Attack Position. B has a set "Spear Cretin" and another one in the graveyard. A has no cards in his graveyard. A attacks the "Spear Cretin".
Hand Card Limit When the Turn Player wishes to end his turn, he has to move into the End Phase. It might be, that he has to resolve effects ("D.D. Survivor") or fulfill certain conditions ("Brain Control").
After all effects, conditions and similar are checked and resolved, there is still the possibility to activate Spell Speed 2 or higher effects. When both players agree upon ending the turn (meaning they pass priority in the End Phase on a neutral chain while there are no more effects that need to be resolved), the number of hand cards in the Turn Player's hand is checked. If the Turn Player has more than 6 cards in his hand, he has to discard cards from his hand until he has 6. This is ALWAYS the last action taking place in the End Phase. Now, it is no more possible to start a chain manually. Normally, we now start with the Draw Phase of the next player. But mind the following: Sometimes, it may happen that a card that was just discarded triggers because it was discarded. In this case, it does not matter if the effect is mandatory or optional. The effect activates in a new chain that can be chained and responded to. After the chain resolved, there is again no possibility to manually start a chain. The game again checks the hand card size of the Turn Player. If they are now 6 or less, the turn is finished. If not, the Turn Player has to discard again. Of course, permanent effects are also counted in. Example: A has 7 hand cards and enters his End Phase. Both players pass priority and A has now to discard a card. He chooses "Night Assilant".
Important: This discarding of cards is a game mechainic, no effect. "Dark World" monsters will not activate. Advanced Example: A has 7 hand cards in his hand upon entering the End Phase. B has a set "Torrential Tribute". Both players pass priority. A decides to discard "Fabled Lurrie".
Token Tokens are created trough card effects. They count as Normal Monsters and also as cards, but with some restrictions. They are always Special Summoned when they enter the game, even if the creating card reads something like "place" or "play". Example: Player B has a set "Torrential Tribute", player A activates "Scapegoat".
Token always represent Normal Monsters, although one might think they are effect monsters. Some Token have a kind of condition placed on them that seems them to be Effect Monsters, but they are not. Example: B has 3 "Ojama Token" on his side of the field, summoned by A's "Ojama Trio". B also controls a "Treeborn Frog". A has a set "Ceasefire" and activates it.
Token CANNOT be set. If a card has the effect to set a monster face-down, a token is NO valid target. If a card contains the effect of setting a monster face-down toghether with other effects, the effect can generally be activated. But it has no effect on the token. Examples: A has 3 "Scapegoat" Token. B wants to activate "Book of Moon", targeting one of the token.
A has 3 "Scapegoat" Token on his side of the field in Attack Position. B activates "Swords of Concealing Light".
Token also count as cards. Example: A has 4 "Scapegoat" Token and no more cards on the field or in his hand. B activates "Secret Barrel".
If a token leaves the field due to the effect of another card, it simply is banished and ceases to exist. Different from monsters, a token is not sent to the Banished Zone, it is no longer available. Therefore, it is not possible to Summon a banished Token. Examples: A has 4 "Scapegoat" Token on this side of the field. B Tribute Summons "Caius, the Shadow Monarc" and targets 1 Token to banish.
A has 4 "Scapegoat" token on his side of the field and no other monster. B flipps his only monster, "Morphing Jar #2".
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