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 TURN SRUCTURE LESSON #3

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TURN SRUCTURE LESSON #3 Empty
PostSubject: TURN SRUCTURE LESSON #3   TURN SRUCTURE LESSON #3 I_icon_minitimeSun Feb 24, 2013 5:43 am

Okay, class is now in sesion.

Today we'll be talking about turn structure how the turn looks and how to cordinate it.

Turn Structure

A Duel progresses in a series of turns which are divided into six phases.

Prepare to Duel

1st Player’s turn

Draw Phase

Standby Phase

Main Phase 1

Battle Phase

Main Phase 2

End Phase

2nd Player's turn

Draw Phase

This is the first phase. The player whose turn it is (the “turn player”)
draws 1 card from the top of their Deck. A player with no cards left
in their Deck and unable to draw loses the Duel. After you draw, Trap
Cards or Quick-Play Spell Cards can be activated before proceeding
to the Standby Phase.

Main Action in this Phase
Draw 1 Card
Possible Other Actions
Activate Trap Cards, Quick-Play
Spell Cards, etc.

Standby Phase
This is the first phase. The player whose turn it is (the “turn player”)
draws 1 card from the top of their Deck. A player with no cards left
in their Deck and unable to draw loses the Duel. After you draw, Trap
Cards or Quick-Play Spell Cards can be activated before proceeding
to the Standby Phase.
Some cards have effects that activate, or costs you must pay, in the
Standby Phase. If you do not have any of these cards on the field,
you can still activate Trap Cards or Quick-Play Spell Cards before
moving on to your Main Phase 1.

Main Action in this Phase
Resolve card effects that happen
in this phase
Possible Other Actions
Activate Trap Cards, Quick-Play
Spell Cards, etc.

Main Phase 1
This is when you play most of your cards: you can Normal Summon,
Set, or change the battle position of a monster, activate a card’s
effect, and Set Spell and Trap Cards. These actions can be done in
any order you want, but some actions have restrictions.
Possible Actions in this Phase
Summon or Set a Monster
There is no limit to the number of times you can Flip Summon or
Special Summon during a turn, but you can only Normal Summon
or Set a monster (including a Tribute Summon) once per turn.
Change Your Monsters’ Battle Positions
This includes Flip Summoning a monster, or changing the position
of a face-up monster to face-up Attack or Defense Position. You
can change the position of each monster you control, except in
three cases. 1. You cannot change the battle position of a monster
that was played onto the field this turn. 2. You cannot change it
in Main Phase 2 if the monster attacked during the Battle Phase.
3. You cannot change it if you have already changed its battle
position once this turn.
Active a Card or Effect
You can activate Spell and Trap Cards, or the effects of Spell, Trap,
or Effect Monster Cards as many times as you want during this
phase, as long as you can keep paying any costs involved.
Set Spell Cards & Trap Cards
You can Set Spell and Trap Cards face-down in your Spell & Trap
Card Zone during this phase, as long as you have space.


Battle Phase
Now it’s time to battle with your Monster Cards! This phase is divided
into steps.
You do not have to conduct a Battle Phase every turn, even if you
have a monster on the field.

Possible Actions in this Phase
Battle with Monsters
Activate Trap Cards and QuickPlay Spell Cards

Flow of the
Battle Phase Start Step ---->Battle Step ------- Damage Step
|
ˇ
End Step

The Battle Phase is split into 4
steps and is conducted in the
order shown in the diagram. The
Battle Step and Damage Step are
repeated each time you attack with
a monster.

Start Step
This step starts the Battle Phase. The turn player should
announce “I’m entering the Battle Phase." IMPORTANT: The
player who goes first cannot conduct a Battle Phase in their very
first turn.


Battle Step
Select 1 monster on your side of the field to attack with, and 1
of your opponent’s monsters as your attack target, and then
declare the attack. If your opponent does not have any monsters
on the field, you can attack directly. Play then proceeds to the
Damage Step. Afterwards, the attacking player returns to the
Battle Step, and repeats this procedure. Each face-up Attack
Position monster you control is allowed 1 attack per turn. You do
not have to attack with a monster if you don’t want to.


Damage Step
In this step, the players calculate the result of the battle and
whatever damage is done. (See “Monster Battle Rules”, page 35.)
After finishing the Damage Step, return to the Battle Step


End Step
After you’ve resolved all your battles by repeating the Battle
and Damage Steps, and you have no more monsters you want
to attack with, announce to your opponent that you are ending
your Battle Phase.

Replay Rules during the Battle Step
After you’ve announced your
attacking monster and the attack
target monster during a Battle
Step, the attack target might
be removed from the field, or
a new monster may be played
onto the opponent’s side of the
field before the Damage Step, due
to a card’s effect. This causes a
“Replay.” When this occurs, you
can choose to attack with the
same monster again, or choose to
attack with a different monster, or
choose not to attack at all. Note
that if you attack with a different
monster, the first monster is still
considered to have declared an
attack, and it cannot attack again
this turn.

Main Phase 2
If you conducted your Battle Phase, your turn moves to Main Phase 2
afterwards. The actions a player can perform in this phase are the same
as in Main Phase 1. However, if the player already did something in Main
Phase 1 that has a limit to the number of times it can be done, the player
cannot do it again in Main Phase 2. Consider if you want to activate and
Set Spell & Trap Cards, or Summon or Set a monster (if you didn’t do that
in Main Phase 1) based on your situation after the Battle Phase. Use this
phase to prepare for the opponent’s turn.

Possible Actions in this Phase

Summon or Set a Monster
Change your Monsters’ Battle Positions
Active a Card or Effect
Set Spell Cards & Trap Cards

End Phase
Announce the end of your turn, and if there are any cards on the
field which say “…during the End Phase…” in their text, resolve
those effects in this phase. If you have more than 6 cards in your
hand at the end of this phase, select and discard cards to the
Graveyard until you only have 6 cards in your hand.

Actions in this Phase
Resolve card effects which
activate in this phase
Discard if you have more than 6
cards in hand

Possible Other Actions
in this Phase
Activate Trap Cards and QuickPlay Spell Cards.

This closes our lesson on turn structure

BE SURE TO STUDY HARD CAUSE THERE'S A TEST COMIG AND IF YOU PASS IT YOU GET 1500 ndc$ and posibly a dorm up.

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