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    Fases del duelo

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    Chekko

    Cantidad de envíos : 706
    Fecha de inscripción : 01/06/2008

    Fases del duelo

    Mensaje por Chekko el Dom Oct 04, 2009 3:27 pm

    Cada turno de cada jugador se compone de seis fases en un orden determinado a lo largo del duelo hasta que se declare un ganador:


    - 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 the opponent cannot normally activate a card or card effect 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.


    - STAND BY 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" and "Bowganian", 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.

    Trap Cards and Quick-Play Spell Cards may be activated in this Phase.


    - MAIN PHASE 1 -


    In Main Phase 1, the Turn Player may:

    * Normal Summon, Tribute Summon, or Set a monster.
    * Special Summon a monster(s).
    * Manually change the Battle Position or perform a Flip Summon on a Monster Card, provided it was not Set or Summoned this turn.
    * Activate effects, such as those of "Barrel Dragon" or "Blowback Dragon".
    * 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, play automatically proceeds to the End Phase (he/she may NOT enter Main Phase 2).


    - BATTLE PHASE -


    You may not enter the Battle Phase if you are the starting player. Entering your Battle Phase is optional, except where special conditions apply (like if you control a face-up Attack Position "Berserk Gorilla"). If you do not wish to enter the Battle Phase, you must immediately proceed to your End Phase, without proceeding to Main Phase 2. You may enter the Battle Phase even if you do not control any monsters, or if all monsters you control are in Defense Position.
    edit TCG Battle Phase
    [edit] Start Step

    * The Turn player now declares that he/she is entering the Battle Phase.
    * The Turn player has priority to activate Spell Speed 2 cards now.
    * Decide if conducting battle. Note entering Battle Phase doesn't mean you have to declare attacks. If you do not, go straight to End of Battle Phase

    Battle Step

    * The Turn player must declare that he/she is entering the Battle Step.

    Spoiler:
    Substep 1: Start/Attack Declaration

    * The Turn player has priority to activate Spell Speed 2 cards now. (Example: Turn player can activate "Call of the Haunted" now.)

    Substep 2: Before Damage Step

    * Cards that don't need to be activated in direct response to the attack declaration, but before the Damage Step, can/may be activated here. Note at this sub step, several different chains can be created before both players agrees to enter Damage Step.

    Damage Step

    * The Damage Step is comprised of a series of events. The start of the Damage Step, flipping the face-down attacked monster face-up, damage calculation, inflicting Battle Damage, activating the Flip Effect of the flipped monster, and sending a monster destroyed by battle to the Graveyard are seperate events that all happen during the Damage Step.
    * The Damage Step has specific rules that govern what can or cannot be activated. Some cards can't be activated at all, while others can only be activated during very specific events that occur within the Damage Step:

    * Cards that can be activated at Damage Step:
    1. Counter Trap Cards
    2. Spell Speed 2 Effects that alter the ATK/DEF of monsters
    3. Effects that specify activation timings within the Damage Step
    4. Quick Effect (Multi-Trigger) Monster Effects that negate the activation of a card/effect
    5. "Attack and Receive", "Chthonian Blast", "Desrook Archfiend", "Michizure", "Null and Void", and "Numinous Healer"
    * Please refer to Pgs. 34-36 of the rulebook (ver. 7.0) before reading this post.

    Spoiler:
    Substep 1: Start of the Damage Step

    * First, apply the Continuous Effects of monsters that activate at this time, like “Steamroid”, “Rampaging Rhynos”, “Crystal Beast Topaz Tiger”, “Etoile Cyber”, “Super Robolady”, “Super Roboyarou”, “Black Veloci”, and “Jain, Lightsworn Paladin”.

    * Next, activate the Trigger Effects of monsters that activate at this time, like “Neo-Spacian Grand Mole”, the “Mystic Swordsman” cards, “The Six Samurai - Irou”, “Razor Lizard”, “Sasuke Samurai”, and “Sasuke Samurai #4”.
    o Most of these effects destroy a battling monster. If a battling monster is destroyed, it is not flipped face-up (so you do not activate Flip Effects) and you do not perform Damage Calculation.
    o If such a monster is face-down, its effect cannot be activated and you perform Damage Calculation normally.
    o The effect of “Nanobreaker” starts a Chain if it is attacking a face-up Level 3 or lower monster. “Disciple of the Forbidden Spell’s” effect starts a Chain if it is attacking a face-up monster with an Attribute that was selected by its effect. “Ninja Grandmaster Sasuke’s” effect activates if it attacks a face-up, Defense Position monster. (These effects won’t activate if the opponent’s monster is face-down.)

    * Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster can be activated at this time. This includes cards like “Shrink”, “Limiter Removal”, “Rush Recklessly”, “Rising Energy”, and “Mirror Wall”.

    Substep 2: Flipping the Face-Down Monster Face-Up

    * If the monster being attacked is face-down, it is flipped face-up at this time. If the monster has a Flip Effect or a Trigger Effect that activates when it is flipped face-up, the effect will not activate at this time unless otherwise stated by the card text.

    * If a monster is flipped and it has a Continuous Effect, then you apply the Continuous Effect. This includes the Continuous Effects of monsters like “Star Boy”, “Hoshiningen”, “Jinzo”, and “Spell Canceller” that apply as long as the monster is face-up on the field.
    o Effects that would prevent the flipped monster from being attacked, like “Command Knight’s” effect, are not applied at this time, because the monster is already being attacked. If the monster survives the battle, its effect will be applied against any following battles.
    o If the flipped monster has a Continuous Effect that causes it to destroy itself under certain conditions ("Giant Kozaky", "Zombie Mammoth", "Thunder Nyan Nyan", etc.), then the monster is not immediately destroyed and Damage Calculation is still conducted. If the monster is destroyed by the battle, its effect is not applied. If the monster survives the battle, it is destroyed by its effect after damage calculation.

    * Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster can be activated at this time.

    Substep 3: Before Damage Calculation

    * The effects of cards like “Drillroid” and “Ehren, Lightsworn Monk” activate at this time, after the face-down monster has been flipped face-up and before damage has been calculated. Sometimes these effects will state something similar to “without applying Damage Calculation”, which means that damage calculation will not occur and will actually be skipped over. (The remainder of the Damage Step that occurs AFTER damage calculation will continue as normal.)

    * Cards like "Blast Sphere", "Adhesive Explosive", "Kiseitai", and "Ancient Lamp" have effects that activate when they are flipped face-up by an attack and their effects are activated at this time. These cards typically have effects that state that they are activated without applying Damage Calculation.

    * The damage-inflicting effects of “Reflect Bounder”, “Yubel”, and “Yubel - Terror Incarnate” also activate at this time.

    * Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster are typically activated at this time.

    * You are allowed to have multiple Chains for the use of activating these types of effects.
    o Example: If you activate “Rush Recklessly” and it is negated by your opponent’s “Magic Jammer”, you can start another Chain by activating “Rising Energy”.

    Substep 4: "During Damage Calculation"

    * Some effects in the Yu-Gi-Oh! TCG are applied "during damage calculation". Damage Calculation is a specific event in the Damage Step during which we compare the ATK and/or DEF of the monsters in battle and inflict Battle Damage, if appropriate, following the rules on Pages 35-36 of the rulebook (Version 7.0). Some effects are applied during this very specific event, like "Injection Fairy Lily" and "Kuriboh", begin a Chain, while Continuous Effects that are applied during damage calculation do not.

    We only get one Chain with which to activate effects that are activated "during damage calculation". Only effects that are activated "during damage calculation" and effects that negate them, such as Counter Trap Cards and the effects of cards like "Herald of Orange Light" and "Light and Darkness Dragon", can be activated at this time. Effects that increase, decrease, halve, double, etc. the ATK and/or DEF of a monster cannot be activated at this time, unless they are specifically allowed to be activated "during damage calculation". This means that cards like "Shrink", which are not specifically activated "during damage calculation", cannot be activated, while "Injection Fairy Lily's" effect can be activated.

    Any Continuous Effects specific to damage calculation are applied (turn on) before the "during damage calculation" Chain begins, but some can be applied or disappear during the Chain's resolution if the conditions of the battle change (ATK/DEF change, Life Point change, etc.) After the "during damage calculation" Chain has finished resolving and all appropriate Continuous Effects have been applied, the results of the attack are determined and any resulting Battle Damage is inflicted.

    If a monster is destroyed by a card effect during damage calculation ("Divine Wrath", etc.), any remaining effects on the Chain finish resolving. After the Chain finishes resolving, damage calculation stops. No battle damage is inflicted and neither monster is destroyed by the battle. The monster that is destroyed by a card effect is not considered to have been destroyed by battle, because damage calculation stopped and this determination wasn't made. The remainder of the Damage Step continues as normal.

    Honest Issues

    * "Honest" is a bit odd, because it can be activated anytime from the start of the Damage Step up to and including damage calculation. A player's ability to respond to its effect will depend on when "Honest's" effect is activated. Some card texts do not indicate that a card can be activated during damage calculation, but their card rulings do, like "Injection Fairy Lily" and "Honest". Be sure to check the FAQ and Judge Forum if you are uncertain. (Keep in mind that a very, very small number of cards use this specific portion of the Damage Step.)

    * Example 1: Injection Fairy Lily and Rising Energy
    Player A has "Dark Magician" in Attack Position and "Rising Energy" set in his/her Spell and Trap Card Zone. His/her opponent has "Injection Fairy Lily" in Attack Position. Player A attacks "Injection Fairy Lily" with "Dark Magician". During damage calculation, Player A's opponent activates "Injection Fairy Lily's" effect. Player A cannot chain "Rising Energy" to increase the ATK of "Dark Magician".

    * Example 2: Injection Fairy Lily and Divine Wrath
    Player A has "Goyo Guardian" in Attack Position and "Divine Wrath" Set in his/her Spell and Trap Card Zone. His/her opponent, Player B, has "Injection Fairy Lily" in Attack Position. Player A attacks "Injection Fairy Lily" with "Goyo Guardian". During damage calculation, "Injection Fairy Lily's" effect is activated. Player A chains "Divine Wrath" to negate the effect of "Injection Fairy Lily" and destroy it. Damage calculation stops, no Battle Damage is inflicted to Player B's Life Points, and "Goyo Guardian's" effect does not activate because "Injection Fairy Lily" was destroyed by the effect of "Divine Wrath" and not by battle. The remainder of the Damage Step continues as normal.


    Substep 5: Battle Damage - After Damage Calculation

    * If the flipped monster had a "self-destruct" effect ("Giant Kozaky", "Zombie Mammoth", "Thunder Nyan Nyan", etc.) and it has survived the battle, it is destroyed by its effect at this time if its proper field conditions are not met.

    * Immediately after inflicting Battle Damage, "Flashbang" can be activated before any other effects activate. If "Flashbang" is activated and resolves properly, then other effect that activate when Battle Damage is inflicted will not activate.

    * Activate effects that activate when Battle Damage is inflicted to a player’s Life Points, like “Don Zaloog”, “Spirit Reaper”, “Doom Dozer”, “Kycoo the Ghost Destroyer”, “Sasuke Samurai #3”, “Evil Hero Wild Cyclone”, and “Magna Drago”. The effect of “Red Dragon Archfiend” that destroys every Defense Position monster on the defending player’s side of the field also activates at this time. If the attack was a direct attack, the Spell Card “Sebek's Blessing” may be activated.

    * "Attack and Receive", "Numinous Healer", "Damage Condenser", and the effect of a face-up "Damage = Reptile" may be activated at this time.

    Substep 6: Resolve effects

    * This section deals with the the Flip Effect of the Flip Effect Monster that was flipped face-up by the attack.

    * The Flip Effect of the monster flipped face-up by the attack activate at this time. If the flipped monster had a Trigger Effect that activates when the monster is flipped face-up (“Royal Keeper”, “Nightmare Penguin”, etc.), it will be activated at this time.

    * The Trigger Effects of “D.D. Warrior”, “D.D. Warrior Lady”, and “D.D. Assailant” activate at this time. If “Wall of Illusion” was attacked, its Trigger Effect activates at this time.

    * If a monster destroyed by the battle has a Continuous Effect that is applied while the monster is face-up on the field (“Jinzo”, “Spell Canceller”, etc.), the Continuous Effect is no longer applied. Conditions that change where a monster goes when it is removed from the field at the end of the Damage Step are unaffected (“Crystal Beast” monsters, “Dark Magician of Chaos”, etc.).

    * If the Flip Effect of the flipped monster targets, you cannot select a target that has been destroyed during damage calculation.

    Substep 7: End of the Damage Step - Monster(s) Destroyed by Battle are Sent to the Graveyard

    * Monsters that have been destroyed by battle are now sent to the Graveyard (or removed from play if "Macro Cosmos" is active).
    o If the monster destroyed by battle has an effect that activates when it is destroyed by battle and sent to the Graveyard, its effect starts a Chain.
    o Effects that can be activated when a monster is destroyed by battle and sent to the Graveyard (“Tualatin”, "Desrook Archfiend", “Time Machine”, “Destiny Signal”, “Domino Effect”, etc.) may be activated/chained at this time.
    o A monster that activates its effect when it destroys a monster by battle and sends it to the Graveyard (“Hydrogeddon”, “Elemental Hero Flame Wingman”, etc.) are also activated at this time.
    o Monsters like “Apprentice Magician” whose effects activate when “destroyed by battle” will activate at this time. If "Apprentice Magician" is removed from play instead (by "Macro Cosmos"), then its will still activate because it does not need to be “destroyed by battle and sent to the Graveyard”.
    o Monsters with effects that activate when they destroy a monster by battle, without the additional requirement of “sending it to the Graveyard” (“Fenrir”, etc.), will also activate at this time.

    * A Counter on a “B.E.S.” monster or on “Big Core” is removed. If “Des Mosquito” was destroyed by the battle, 1 counter is removed. If “Spacegate” is active, 1 Gate Counter is placed upon it if the opponent’s monster attacked or was attacked.

    * Some effects are given specific allowanced by Konami that allow them to be activated at this time, like “Michizure” and “Chthonian Blast”. Cards such as these will typically have a ruling on the FAQ mentioning that they may be activated during the Damage Step, and they usually apply at this time.

    * The effects of cards like "The Six Samurai - Zanji", "Ryu Kokki", "Getsu Fuhma", "Rallis the Star Bird", "Ancient Gear Engineer", "Chainsaw Insect", and "Gonogo" are applied at this time.


    - 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).

    In Main Phase 2, the Turn Player may:

    * Normal Summon, Tribute Summon, or Set a monster if you have not already done so in Main Phase 1.
    * Special Summon a monster(s).
    * Manually change the Battle Position of a monster, provided that monster did not declare an attack during the Battle Phase, and provided that it was not Set, Flip Summoned, or Special Summoned this turn.
    * Perform a Flip Summon on a Monster Card, provided it was not Set or Summoned in Main Phase 1.
    * Activate effects, such as those of "Barrel Dragon" or "Blowback Dragon" if they have not been activated in Main Phase 1.
    * 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 one manual Battle Position change may be performed per turn.



    - END PHASE -



    Once Main Phase 2 (or Main Phase 1 if no Battle Phase was conducted) has been completed, play 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.

    If the Turn Player has more than six cards in his hand at this time, he/she must discard to the Graveyard as many cards as necessary in order to get back to six. 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.


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