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hi guys, theres a few things in the rulebook that are not explained well.
after flip summoning a card (which you can do as many times as you want) can you change its battle position? says in 1 book after flip summong a monster card it must be placed in attack position, the other says u can change it.
secondly, can any trap card be played at any time? can you play a trap in your turn? or do you have to set it in your turn and activate in your opponents? whats the point in having counter trap cards if you can use traps any time?
The general rule of thumb is that you are allowed one position change of a monster per turn.
Flip summoning involves change a monster from face down defense position to face up attack position, so it has used its "once per turn" restriction and cannot be changed, unless by another effect, until your next turn.
Now, let's say it is your turn, and you have a monster set from a previous turn. You activate Ceasefire and it resolves properly. The monster that was in face down defense position was flipped face up due to a card effect, so you can still use the "once per turn" restriction to put this monster into face up attack position.
As for your second question, a trap card can be played at anytime, provided it has been set for a turn and the activation requirements are properly met. This is why you can use Call of the Haunted during your own turn to pull a monster out that you want to use a tribute or to add to the swarm.
Counter traps serve to stop an existing trap at a speed that can't be countered back. For instance, you activate Call of the Haunted targeting your Giant Kozaky, and your opponent activates Disappear to remove it from the graveyard. If you chain Seven Tools of the Bandit, you can negate the Disappear and prevent your opponent from putting another trap on the chain to disrupt things (say they attempt to activate their own Call of the Haunted to pull a Jinzo out) unless they can match spell speed.
it does help a lot. so just to clarify......after flip summoning a monster can i chnge it to defence? can i attack with it?
you can use trap cards at any time, but if someone uses a counter trap or quick play spell card, you can start a chain, as long as you have one of those.
im sorry for getting technical....but if someone uses draining sheild, can they instantly use dust tornado (normal trap)?
if i used shadow spell, they use mystical space typhoon, can i only use a normal trap or quick play to counter mystical space typhoon
After flip summoning, you can most definitely attack with that monster during the battle phase. You cannot change it to defense position unless you use a different card effect to do it (such as Earthquake).
As a sidenote, the one "exception" to this are the "re-flippers" such as Des Lacooda, Swarm of Locusts, and others, because they have effect text that allows them to flip themselves into face-down defense position once per turn. So in that case, you are perfectly able to Flip Summon Des Lacooda during Main Phase 1 to draw a card, attack with Lacooda, then use its effect to flip itself into face down defense position during Main Phase 2.
You can use trap cards at any time, but remember that the turn player retains priority to activate a trap/spell/monster effect first. If your opponent activates Draining Shield, then you are given the chance to chain to this activation. If you decide not to, they can then chain Dust Tornado. You are then given another chance to add to the chain. This goes back and forth until no more links are added to the chain, then you resolve the effects in reverse order.
When building the chain, you can only add links that are of the same spell speed or of a higher spell speed. Normal Traps and Quick-Play spell cards are spell speed 2, Counter Traps are spell speed 3. So if you activated Shadow Spell, and your opponent chained Mystical Space Typhoon, you are allowed to chain another normal trap, quick-play spell, or counter trap to this.
As a sidenote to this, if you chained Mystical Space Typhoon to your opponent's Mystical Space Typhoon, your Shadow Spell would still be destroyed. This is because most cards don't need to remain face up on the field for their effects to go through. This is a slighly more complex issue, but just remember that in a situation mentioned above, you're looking to "Negate" the card activation, and something like Magic Jammer can do that to Mystical Space Typhoon.
No worries on asking the technical questions, hopefully I covered all your grounds. If you haven't done so yet, go over to the official Yugi site and download the starter book, or pick up a Starter Deck, it will help outline some of these issues as well.
Feel free to ask more questions here, but for rules/gameplay type questions, submit them in the Rules section. You'll probably find some of them have already been answered, so the search helps too.
ok, ill have to give that a day or two to sink in. lol. i got some more questiosn for ya, which are not covered, me and my mate were confused today when dueling.
after tributing summong , can the tributed monster change position or attac?
after flip summoning a monster, can that monster attack?
can a monster that is normal summoned attack
can a monster tghat is special summoned be: 1- set 2-attack 3- change position
thanks for the help...i havnt got a chance at the tournament this weekend, im gonna look like a right idiot not knowing the rules.
I'd highly recommend going over the rulebook or even the basic starter book that came with some of the GX based starter decks before the tournament, it will give you the fundamentals you need. Is this a regional tournament or just a local card shop tourney? If it is the local, then hopefully the folks there will be friendly enough to help you along the way a bit. I'm not discouraging going to the regional, because you can learn a lot there, just realize it can be a bit more intense with the competitors, and they may not be as lenient during the actual match.
As for all your questions above, any monster that is normal summoned, flip summoned, tribute summoned, or special summoned can attack that same turn, unless there is a restriction placed upon it (some Toon monsters can't attack the turn they were special summoned).
In addition, any monster that is normal summoned, flip summoned, tribute summoned, or special summoned cannot have their battle positions changed during the same turn, unless by another effect (as I mentioned before with Earthquake, there are plenty others).
Special summoned monsters have a few little nuances to them when they are summoned. Most of the time, the card/effect that is special summoning the monster indicates which position they are to be special summoned in. For example:
Mystic Tomato special summons a monster in face-up attack position.
The Shallow Grave special summons a monster in face-down defense position.
Gateway to Dark World simply states to special summon a monster. This means you could special summon it in face up attack or face up defense position. You cannot set or special summon the monster in face-down defense position unless it specifically states that you can.
But once you've special summoned the monster, it cannot have its position changed that turn. If the monster is in face-up attack position, it is free to attack during that turn, minus any other effects that would prohibit it.
You can change the battle positions of as many monsters as you want per turn, but each monster is restricted to one battle position change per turn, as long as it hasn't attacked or been flip summoned.
You can't take a Dream Clown and change it from attack to defense position multiple times per turn, unless you have some other effects doing that.
Here's a quick blurb from the rulebook about monster position changes:
Quote : Originally Posted by Rulebook section about Main Phase 1
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 do this once for each monster on the field. However, you
cannot change the battle position of a monster that was placed
onto the field this turn. Also, even if you have not changed a
monster’s battle position this turn, you cannot change it in Main
Phase 2 if the monster attacked during the Battle Phase.
why is it that you have to ask your opponent if they want to continue or not? surely if ya can keep sending in cards to add to the chain, you should do it to win, theres also a thig about stacking the cards in a chain in the order hey were activated, but then it says carry it out fromthe last card activated?! heres an example id like ya to explain mate, this is annoing me.
activate spellbinding circle
activate mystical space typhoonto destroy it
activate mystical space typhoon to destroy m.s.t
activate magic jammer
whats the result? does spellbinding circle still work?
also, does this mean i should have as many level 3 chain speed cards as possible?
why is it that you have to ask your opponent if they want to continue or not? surely if ya can keep sending in cards to add to the chain, you should do it to win, theres also a thig about stacking the cards in a chain in the order hey were activated, but then it says carry it out fromthe last card activated?! heres an example id like ya to explain mate, this is annoing me.
activate spellbinding circle
activate mystical space typhoonto destroy it
activate mystical space typhoon to destroy m.s.t
activate magic jammer
whats the result? does spellbinding circle still work?
also, does this mean i should have as many level 3 chain speed cards as possible?
You ask so there's a clear cut agreement between players which will determine if play continues or not, it prevents plenty of misunderstandings, believe me.
In your posted chain it will resolve something like this... considering of course you are clear that M.S.T. doesn't negate anything, so the first M.S.T. will resolve completely.
Magic Jammer would negate MST, first MST would resolve and destroy Spellbinding Circle, Circle cannot resolve, chain ends.
As for the SS 3 cards, as long as the activation requirement and timing(s) are correct there can be as many SS 3 cards in the chain link as you wish.
The general flow of gameplay is that the turn player will perform an action during a given phase (activate a spell card) and the opponent then has the opportunity to chain to the activation of that card.
In a similar fashion, after the opponent has added a link to the chain, you have the opportunity to add a link to the chain. If you choose to decline to add a link to the chain, the opponent can then add another link to the chain.
A lot of times you won't see this "structured" of a flow during the big tournaments because the players make a lot of assumptions and generally have an idea when a card activation is going to be chained to. That and people can lose patience at times 8^D
Well, ARH, you're definitely getting a crash course in the Mechanics of Yugi early on. The thing about Yu-Gi-Oh is that the effect that is printed on the card isn't physically tied to the card itself.
In general, once the effect is activated, if nothing is done to either negate the activation itself (as if it never happened) or to prevent/negate the resolution of the card's effect, it will go through anyway. The effect of Mystical Space Typhoon was activated, and since nothing negated its activation or resolution, it's effect still goes through, even if the physical card itself is destroyed by a MST that is chained to it.
I know it sounds a bit wacky at first. It really is kind of an intermediate level of the mechanics that you don't always run into when you first play the game. Hopefully you can let it all sink in before this weekend and get a grasp on it.
I did write an article outlining a lot of this a while back on the realms. You can read it here. Hopefully that will help you sort out some of this stuff too. Just keep reading the rulebook, the UDE FAQs and the rulings forum here and I think you'll catch on.