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YuGiOh - TCG - The Game Rules
IMPORTANT
Priority as outlined is this document does NOT refer to a period of time in which only
one player may activate a card or card effect. Rather, it refers to a situation in which
both players are attempting to activate a card or card effect simultaneously in response
to a condition of gameplay. When multiple effects are activated or triggered, the player
with priority will place their card or card effect first on the chain. This frequently
occurs after a Normal Summon, Flip Summon, or Special Summon of an Effect Monster OR
during the Damage Step of the Battle Phase when both monsters involved in the attack have
an effect that must be resolved. Priority does not prevent a player from activating a card
or card effect, but does prevent the game from turning into a Quick-Draw contest. |
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QUICK REFERENCE
| Turn |
Gameplay progresses in a series of alternating turns. Each player's turn
consists of six phases in which a number of actions can be undertaken. |
| Phase |
Phases define the order in which actions can be undertaken by a player
during their turn. Each phase is limited to a specific set of actions. |
| Step |
A sub-category of a phase. This is only used in the Battle Phase. |
| Priority |
During a phase each player will be given priority to perform certain
actions. Gameplay may not progress to the next phase until each player has received
priority during the current phase. |
| Resolution |
Certain card effects must resolve before a phase ends. When a player has
more than one effect to resolve, the player may choose the order in which to resolve each
effect. |
| Turn Player |
The turn player is the player who currently controls the game. Once a
player has completed the six phases of their turn, control is passed to their opponent. |
| Opponent |
The opponent is the player who does not currently have control of the
game. |
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DRAW PHASE
| Draw Phase |
During this phase, the turn player is required to draw 1 card from the top
of their Deck. A player who is out of cards and unable to draw during this phase is
declared the loser. |
Priority
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The turn player starts this phase with priority to activate a Quick-Play
Spell or Trap Card. Even if the turn player does not choose to activate any cards,
priority is passed to their opponent. The opponent receives priority from the turn
player and may choose to activate a Quick-Play Spell or Trap Card. Even if the opponent
does not choose to activate any cards, priority passes back to the turn player and the
turn progresses to the Standby Phase. |
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STANDBY PHASE
| 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. |
Priority
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The turn player starts this phase with priority to resolve effects. The
turn player may choose not to resolve certain effects and pass priority to their opponent. The
opponent receives priority from the turn player to resolve effects. The opponent may
choose not to resolve certain effects and pass priority back to the turn player.
The turn player has priority once more and must resolve any remaining effects that
resolve during this phase. Once the turn player has resolved any remaining effects,
priority is passed back to their opponent.
The opponent receives priority from the turn player and must resolve any remaining
effects that resolve during this phase. Once the opponent has resolved any remaining
effects, priority is passed back to the turn player.
The turn player takes priority and may choose to activate a Quick-Play Spell or Trap
Card. Even if the turn player does not choose to activate any cards, priority is passed to
their opponent.
The opponent receives priority from the turn player and may choose to activate a
Quick-Play Spell or Trap Card. Even if the opponent does not choose to activate any cards,
priority passes back to the turn player and the turn progresses to Main Phase 1. |
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MAIN PHASE 1
| Main Phase 1 |
During this phase, the turn player may: (1) Normal Summon or Set 1 Monster
Card, (2) activate and/or Set Spell Cards and (3) Set Trap Cards. Keep in mind that the
turn player may not exceed the 5-card limit for the Monster Card Zone or the Spell &
Trap Card Zone. During this phase, the turn player may also change the Attack or Defense
Position of cards placed on the field during a previous turn. 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, the turn player 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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Summon
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The turn player has priority and may choose to Normal Summon, Flip Summon,
or Special Summon a monster. If the summoned monster is an Effect Monster Card, the turn
player may choose to activate the effect (if Flip Summoned, the FLIP effect will be
activated immediately). Priority is then passed to the opponent in order to respond to the
summon OR chain to the activation of an effect. The opponent receives priority from the
turn player and may choose to respond to the summon OR chain to the activation of an
effect. Once any effects have been resolved, priority passes back to the turn player who
may continue with their Main Phase 1.
IMPORTANT! If a Quick-Play Spell or Trap Card is activated with an effect that
negates the Normal Summon, Flip Summon, or Special Summon of the monster, the effect of an
Effect Monster Card will also be negated and any cost for activating the effect will not
be paid.
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Priority
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The turn player starts this phase with priority and may choose to activate
a Spell, Trap, or Effect Monster. Even if the turn player does not choose to activate any
cards or card effects, priority is passed to their opponent. The opponent receives
priority from the turn player and may choose to activate a Quick-Play Spell or Trap Card.
Even if the opponent does not choose to activate any cards, priority passes back to the
turn player.
The turn player has priority once more and may choose to continue with their Main Phase
1, proceed to their Battle Phase, or proceed to their End Phase. |
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BATTLE PHASE
| Battle Phase |
Once attack preparations have been made in Main Phase 1, the turn player
enters the Battle Phase. If the turn player does not wish to conduct a Battle Phase, the
turn proceeds to the End Phase. Keep in mind that the starting player cannot conduct a
Battle Phase in their first turn, even if they have placed a Monster Card on the field.
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Start Step
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"The turn player declares that they are entering the Battle Phase.
Both players will be given priority to play Quick-Play Spell and/or Trap Cards." The
turn player starts this phase with priority and may choose to activate a Quick-Play Spell
or Trap Card. Even if the turn player does not choose to activate any cards, priority is
passed to their opponent.
The opponent receives priority from the turn player and may choose to activate a
Quick-Play Spell or Trap Card. Even if the opponent does not choose to activate any cards,
priority passes back to the turn player.
The turn player has priority once more and may choose to continue with their Start Step
or continue to the Battle Step.
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Battle Step
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"The turn player selects and announces 1 monster to attack with, and
declare 1 of their opponent's monsters as a target (the monster the turn player wishes to
attack). Both players will be given priority to play Quick-Play Spell and/or Trap
Cards." The turn player has priority and selects any 1 monster in face-up Attack
Position on their side of the field to attack. The turn player then designates 1 monster
on their opponent's side of the field as a target (or their opponent's Life Points if
there are no Monster Cards on the field). Priority is then passed to their opponent in
order to respond to the attack.
The opponent receives priority from the turn player and may choose to respond to the
attack by activating a Quick-Play Spell or Trap Card. Even if the opponent does not choose
to activate any cards, priority passes back to the turn player.
If the number of Monster Cards on the opponent's side of the field changes due to the
resolution of a Quick-Play Spell or Trap Card, a replay is triggered returning the turn
player to the beginning of the Battle Step. Otherwise, continue to the Damage Step.
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Damage Step
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"Calculate the damage points of the designated monsters. If a monster
has a Flip Effect, apply it immediately after damage calculation. However, a Flip Effect
does not affect monsters that have already been destroyed as a result of damage
calculation." If the target monster is face-down, flip the target monster face-up
in the same battle position as when it was face-down.
The turn player has priority and may choose to activate a Quick-Play Spell or Trap Card
(only cards that modify ATK and/or DEF may be activated during the Damage Step OR a
Counter Trap Card in response to a card effect that has been activated). Even if the turn
player does not choose to activate any cards, priority is passed to their opponent.
The opponent receives priority from the turn player and may choose to activate a
Quick-Play Spell or Trap Card (only cards that modify ATK and/or DEF may be activated
during the Damage Step OR a Counter Trap Card in response to a card effect that has been
activated). Even if the opponent does not choose to activate any cards, priority passes
back to the turn player.
Calculate damage according to the guidelines in the Official Rulebook.
If one or more of the Monster Cards involved in the attack have effects, the effects
will be resolved after damage calculation (unless the effect specifically states
otherwise). The effect of the turn player's Effect Monster will be placed in the chain as
Chain Link 1. The effect of the opponent's Effect Monster will be placed in the chain as
Chain Link 2. The chain will resolve according to the rules of chains.
Any monsters that were destroyed as a result of damage calculation will be sent to the
Graveyard. The turn player now has priority and may choose to return to the Battle Step or
continue to the End Step.
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End Step
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"Resolve all battles by repeating the Battle and Damage Steps as many
times as necessary, then the turn player declares an end to their Battle Phase. Both
players will be given priority to play Quick-Play Spell and/or Trap Cards." The
turn player starts this step with priority and may choose to activate a Quick-Play Spell
or Trap Card. Even if the turn player does not choose to activate any cards, priority is
passed to their opponent.
The opponent receives priority from the turn player and may choose to activate a
Quick-Play Spell or Trap Card. Even if the opponent does not choose to activate any cards,
priority passes back to the turn player.
The turn player has priority once more and may choose to continue with their End Step
or continue to their Main Phase 2. |
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MAIN PHASE 2
| Main Phase 2 |
When the Battle Phase is over, the turn proceeds to Main Phase 2. As in
Main Phase 1, the turn player may Set or play Monster, Spell, and/or Trap Cards. Remember
that the turn player is allowed to change the Attack or Defense Position of each monster
or perform a Normal Summon only ONCE PER TURN. Remember that if a monster attacks in the
Battle Phase, it may not be changed to Defense Position in the same turn. Also keep in
mind that the turn player may not exceed the 5-card limit for the Monster Card Zone or the
Spell & Trap Card Zone. |
Summon
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The turn player has priority and may choose to Normal Summon, Flip Summon,
or Special Summon a monster. If the summoned monster is an Effect Monster Card, the turn
player may choose to activate the effect (if Flip Summoned, the FLIP effect will be
activated immediately). Priority is then passed to the opponent in order to respond to the
summon OR chain to the activation of an effect. The opponent receives priority from the
turn player and may choose to respond to the summon OR chain to the activation of an
effect. Once any effects have been resolved, priority passes back to the turn player who
may continue with their Main Phase 2.
IMPORTANT! If a Quick-Play Spell or Trap Card is activated with an effect that
negates the Normal Summon, Flip Summon, or Special Summon of the monster, the effect of an
Effect Monster Card will also be negated and any cost for activating the effect will not
be paid.
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Priority
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The turn player starts this phase with priority and may choose to activate
a Spell, Trap, or Effect Monster. Even if the turn player does not choose to activate any
cards or card effects, priority is passed to their opponent. The opponent receives
priority from the turn player and may choose to activate a Quick-Play Spell or Trap Card.
Even if the opponent does not choose to activate any cards, priority passes back to the
turn player.
The turn player has priority once more and may choose to continue with their Main Phase
2 or proceed to their End Phase. |
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END PHASE
| End Phase |
The turn player announces the end of their turn. If their hand contains
more than 6 cards, the turn player must discard to the Graveyard until only 6 cards remain
in their hand. The opponent then begins their turn with the Draw Phase. |
Priority
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The turn player starts this phase with priority to resolve effects. The
turn player may choose not to resolve certain effects and pass priority to their opponent. The
opponent receives priority from the turn player to resolve effects. The opponent may
choose not to resolve certain effects and pass priority back to the turn player.
The turn player has priority once more and must resolve any remaining effects that
resolve during this phase. Once the turn player has resolved any remaining effects,
priority is passed back to their opponent.
The opponent receives priority from the turn player and must resolve any remaining
effects that resolve during this phase. Once the opponent has resolved any remaining
effects, priority is passed back to the turn player.
The turn player takes priority and may choose to activate a Quick-Play Spell or Trap
Card. Even if the turn player does not choose to activate any cards, priority is passed to
their opponent.
The opponent receives priority from the turn player and may choose to activate a
Quick-Play Spell or Trap Card. Even if the opponent does not choose to activate any cards,
priority passes back to the turn player and the turn ends. |
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QUICK REFERENCE
| Spell Speed 1 |
This is the slowest of all Spell Speeds. Spell Speed 1 cards cannot be
activated against each other. Spell Speed 1 cards include Normal Spell, Equip Spell, Field
Spell, Ritual Spell, Effect Monster (Continuous, Cost, Trigger, and Flip). |
| Spell Speed 2 |
These cards can only 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 2 cards include Quick-Play
Spell, Normal Trap, Continuous Trap, Effect Monster (Multi-Trigger). |
| Spell Speed 3 |
This card can be used against any Spell Speed. Only another Spell Speed 3
card may be used against it. Spell Speed 3 cards include Counter Trap. |
| Trigger |
(Spell Speed 1) Any effect of an Effect Monster that is activated by the
controller. Trigger effects may only be activated during the controller's Main Phase 1 or
2. |
| Multi-Trigger |
(Spell Speed 2) Any effect of an Effect Monster that is activated due to
some condition of gameplay. This may include being attacked, being targeted by an effect,
or damage calculation. |
| Continuous |
Any effect that places a condition on one or both sides of the field.
Continuous effects are active the moment the Spell, Trap, or Effect Monster Card is placed
face-up on the field and end the moment the card is flipped face-down or removed from the
field. |
| Controller |
The player who has control of a card on their side of the field or in
their hand. Keep in mind that a card being sent to the Graveyard is always sent to the
owner's Graveyard. |
| Owner |
The player who owned the card at the beginning of the duel. |
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CHAINS
| Activate |
A chain begins anytime a player activates a Spell, Trap, or Effect
Monster. This may include playing a card face-up on the field OR activating a Trigger or
Multi-Trigger effect of a card that is already face-up on the field, but may not include
the resolution of a Continuous effect (a Continuous Spell or Trap Card with a Trigger
effect must already be face-up on the field before its effect can be activated). When a
card or card effect is activated, the card or card effect becomes Chain Link 1 in a series
of card effects. Once a card or card effect has been activated, priority passes to the
opposing player who may choose to respond by activating a Quick-Play Spell, Trap, or
Multi-Trigger effect (any cost of activation will be paid immediately). The opposing
player may choose to pass priority back to the originating player without activating a
card or card effect.
The originating player receives priority and may choose to respond with a Quick-Play
Spell or Trap Card (any cost of activation will be paid immediately). The originating
player may choose to pass priority back to the opposing player without activating a card
or card effect.
As each card effect is activated, it will become Chain Link 2, Chain Link 3, and so on.
Adding links to the chain will continue until both players choose not to activate anymore
card or card effects. Keep in mind that Counter Trap Cards can only be activated in
response to the most recent card or card effect added to the chain.
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| Resolve |
Once both players have completed adding links to the chain, the chain will
resolve in the reverse order starting with the highest link in the chain and resolving
backwards to Chain Link 1. Any card that is not removed from the field by the effect of
another card in the chain will remain on the field until the entire chain has resolved.
There are other considerations to make when resolving the chain as follows: Continuous
Effect - A card with a Continuous effect must remain face-up on the field to resolve. If
this card is removed from the field or flipped face-down by another card effect in the
chain, this card will no longer be able to resolve.
Cost Effect - When a card offers itself as a cost for activation, its effect will still
resolve in the chain even if another card effect in the chain would negate this card's
effect.
Trigger, Multi-Trigger, Flip Effect - Any one of these card effects will still resolve
in the chain even if they are removed from the field or flipped face-down by another card
effect in the chain. However, because these cards remain face-up on the field when they
are activated, their effect can be negated by another card effect in the chain.
Targeting Effect - When a targeting effect is activated, the target must be declared at
the time of activation. If the target no longer exists when this card resolves, this card
will resolve with no effect (the controller may not select a new target).
Equip Spell Cards - An Equip Spell Card is not considered to be equipped until the
entire chain resolves. If another card effect in the chain removes this card from the
field, this card would not be considered equipped to a monster at the time this card is
removed from the field.
During the resolution of the chain, additional card effects may be triggered due to a
condition placed upon them. For example, a card may have an effect that activates once it
is placed in the Graveyard. When this occurs, that card's effect will begin a new chain as
Chain Link 1 only after the current chain has resolved. If multiple effects are triggered
during the resolution of the current chain, each effect will be placed on the new chain
according to the rules of priority. |
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