See Chapter 5, Chapter 295

The main stage is the stage where the player can freely dispose of the turn, and the summoning of monsters, the use of effects, the placement of cards, and the change of monster representation can all be carried out in this phase.

The main phases can be carried out:

Monster summoning: Usually the summoning and monster settings are set up for a total of 1 time (and the main stage 2 is combined), and there is no limit to the number of times you can reverse summon and special summons.

Monster Representation Change: Basically, a monster can only change its representation once per turn. The representation of Monster Summoning and Special Summoning rounds cannot be changed.

Activation of various card effects: Monsters (most of the activation effects), magic, and trap effects can be activated at this time during the main phase. As long as the conditions are met, there is no limit to the number of activations.

Cover Magic Trap Cards: Cover Magic Trap Cards on the field, as long as you don't exceed the upper limit, you can cover several cards.

Note: The non-combat reversal of monsters is represented by the change of the back guard to a frontal attack, and the setting is represented by the back guard, and the special summon cannot be represented by the back guard.

Combat phase

The stage of the monster battle on the field, the whole stage is divided into several "steps". The combat phase is not a phase that has to be passed. When there are monsters on the field, players can decide for themselves whether to enter the combat phase or directly enter the end phase.

The battle phase can be carried out: the battle of monsters, the activation of traps and rush magic

Flow of the Battle Phase:

Start the steps

Combat steps ←→ damage steps

End the step

Start Steps: Turn the player announces "Enter the Battle Phase".

Battle Steps: Choose one of the monsters on the side of the field to attack and send an attack declaration to one of the opponent's monsters. If the opponent has no monsters on the field, he can directly attack the opponent. After the declaration ends, enter the harm step. After the damage step ends, enter the combat step again, and so on. But basically, 1 monster can only attack 1 time.

Damage steps: Calculate the damage and determine the steps of the battle result, refer to the "Monster Battle Rules" below. When the damage step ends, return to the combat step.

End Steps: The battle step and damage step are repeated until there are no more monsters to attack, and the "end of the battle phase" is announced. Then the battle phase ends.

Rewinding in the battle phase

During the battle phase, if the situation of the opponent's monster on the field changes due to the effect of the card, the player can re-select the monster attack target or abandon the attack. This behavior is called "revolting"

Note: After the revolt, the player has to re-determine the attack target of the specified monster, but if you give up the attack of this monster and attack by other monsters on your own field, it will be the default to give up the attack power of this monster. During this battle phase, this monster will no longer be able to declare battles. Also, due to the Battle Declaration, this monster can no longer change its form during Main Phase 2.

Main Phase 2

The 2nd main phase after the combat phase will only appear after entering the combat phase. The basic things that can be done are the same as in the main phase 1. It should be noted that monsters that have made a battle declaration during the battle phase will not be able to change their representation at this stage even if they do not have a change of representation in the main phase 1.

PS: If both the main phase 1 and the battle phase are skipped due to the effects of the cards, the main phase 2 must be followed by the battle phase, so the round will automatically go directly from the preparation phase to the end phase.

What can be done in the main stage 2: the summoning of monsters, the change of representation; the activation of the effects of the cards; Override Magic Trap Cards

End phase

At the end of a round, the player declares "end of round". Handles the effects of cards with "...... at the end of the round" or "...... at the end of the process" written on the card. At the end of this phase, if the round player has more than 6 cards in his hand, he or she will be discarded to 6 cards, and the round player will choose the cards and send them to the graveyard.

What you must do in the end phase: deal with the effects activated in the end phase, adjust the number of cards in your hand

What can be done at the end of the phase: rush spells, trap launches

Battles and chains

Monster battle rules

Attention when dealing with combat (damage steps).

The processing of the damage calculation is the most priority in the damage step, and the general effect will not be able to intervene in this step and will have to wait for the end of the step to be liquidated

- Card activation limit: During the damage step, the basic monster attack and defense increase and decrease effects, counterattack traps, and effects other than the usual traps related to battle damage cannot be activated. These effects are also only activated between the start of the damage step and the time the damage is calculated.

- Attack to the back: When attacking a monster on the back, flip the monster to the side guard in the damage step and then enter the damage calculation.

- Flip Effect Activation: The flip effect is activated when the monster represented on the back of the attack is a flip effect monster. The effect is dealt with after the damage is calculated. When the flip effect is to be activated by the target, the monster that is confirmed to be destroyed in battle will not be able to be targeted.

Determination of damage

The method of calculating combat damage varies depending on the representation of the opponent monster that attacked the target.

- When attacking an opponent and attacking a monster

The attack power of the attacking monster VS the attack power of the attacked monster

Victory: When the attack power of the attacking monster is greater than the attack power of the attacked monster, the attacked monster is destroyed by the battle and sent to the graveyard. Deals combat damage equal to the part of the attacking monster's attack that is higher than the attack power of the attacked monster.

Tie: When the attack power of the attacking monster is equal to the attack power of the attacked monster, the monsters on both sides of the battle are destroyed by the battle and sent to the graveyard. Neither side is harmless from combat.

Special reminder:0VS0 because they don't give each other substantial combat damage.,So the monsters on both sides don't destroy.。

Failure: When the attack power of the attacking monster is less than the attack power of the attacked monster, the attacking monster is destroyed by the battle and sent to the graveyard. The caster takes combat damage equal to the part of the attacking monster's attack that is lower than the attack power of the attacked monster.

When attacking the opponent's defensive monster

The attack power of the attacking monster VS the defense of the attacked monster

Victory: When the attack power of the attacking monster is greater than the defense of the attacked monster, the attacked monster is destroyed by the battle and sent to the graveyard. The opponent is not damaged in combat

Tie: When the attack power of the attacking monster is equal to the defense of the attacked monster, the monsters of both sides are not destroyed, and both sides are not affected by the battle

Failure: When the attack power of the attacking monster is less than the defense of the attacked monster, both monsters will not be destroyed. The caster takes combat damage equal to the part of the attacking monster's attack that is lower than the attack of the attacked monster.

When there are no monsters on the opponent's field

Monsters can attack opponents directly. When a direct attack is successful, the opponent is given combat damage equal to the attack power value of the attacking monster.

Chain and card speed

Chain refers to the system of activating and solving the effects of magic traps, corresponding to the activation of one effect and the act of activating other effects.

Once you've done a chain-linked action, you'll need to check with your opponent if you want to chain other effects. When the opponent abandons the chain, the other effects of the opponent can chain the behavior. When the opponent is chained, your other effects can only be chained to the effect of the opponent's chain.

The basic treatment of the chain is reverse calculation, which is commonly referred to as last-come, first-come.

Card speed

The spell speed is the speed at which the card's effect is made. Only effects above 2 speeds can chain other behaviors. The effect of the chain must be greater than or equal to the effect of the chain at speed.

Card speed at a glance

Card Speed 1: Normal Magic, Equipment Magic, Terrain Magic, Ritual Magic, Activation Effect, Induce Effect, Flip Effect

The slowest card effect can't chain other effects

Card Speed 2: Rush Magic, Usual Trap, Perpetual Trap, Instant Induced Effect

The effect of medium card speed can be combined with the effect of card speed 1 and card speed 2

Card Speed 3: Counter Trap

The fastest spell speed effect, which can chain the effects of card speed 1, card speed 2, and card speed 3

Chain Provisions

ChainA corresponds to the activation of Chain (A-1), and the card speed is X

Chain(A-1) corresponds to Chain(A-2) activation, and the card speed is less than or equal to X

Chain(A-2) corresponds to Chain(A-3), and the card speed is less than or equal to the speed of Chain(A-1).

……

Chain1 is the effect of the final settlement, and the speed of the card is less than or equal to the speed of Chain2

Example of a chain

Player A unleashes the usual magic "Black Hole"

Player B: Chain Perpetual Trap "The Palace's Destiny"

Player A's chain rush magic "Whirlwind"

Player B: Chain Counter Trap "Magic Obstruction"

Player A chain counters the trap "Seven Thieves Props".

Chain liquidation

Take the chain above as an example