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Yugioh: Resummoned
100. Prerequisites
1. Yugioh: Resummoned is played by two or more players.
2. To play, each player needs to provide a deck of Yugioh: Resummoned cards. The requirements of each player's deck depends on the format of play.
a. In constructed formats, decks must be at least 40 cards large, and there may be no more than 1 card with each name in the deck.
b. In limited formats, decks must be at least 30 cards large.
3. To play, each player needs some means of tracking their life point total.
4. Players may also optionally have a sideboard, a set of cards each player may use to modify their deck between duels in a match. The requirements of each player's sideboard depends on the format of play.
a. In constructed formats, the sideboard may be up to 15 cards large. There may be no more than 1 card with each name in the sideboard.
b. In limited formats, the sideboard consists of all cards received during the event that are not in the deck.
5. Formats may impose further restrictions on which cards may or may not be present in decks and/or sideboards.
101. Duels and Matches
1. A duel is a single game of Yugioh: Resummoned.
2. A match is a series of duels, one at minimum. The method of determining the number of duels in a match must be mutually agreed upon by all players before beginning the match.
102. Starting the Duel
1. At the start of a duel, the players first determine who will take the first turn. In the first duel of a match, the players may use any mutually agreeable method to do so. In a match of several duels, the loser of the previous duel chooses who takes the first turn. If the previous duel was a draw, the player who made the choice in that duel makes the choice in this duel. The player chosen to take the first turn is the starting player.
2. After the starting player has been determined, each player shuffles their deck and places it into their Deck Zone, and then draws 5 cards.
3. Each player begins with 8000 life points.
103. Ending the Duel
1. A duel ends when a player wins or when the duel is a draw.
2. A player who loses the duel is removed from the duel.
a. Upon loss, all cards they own are immediately removed from the game.
b. A player may surrender at any time, immediately causing them to lose the duel. This is not considered an action, and cannot be prevented or responded to.
3. If a player would simultaneously win and lose the duel, they lose the duel instead.
4. If all players have lost the duel, the duel is a draw.
a. If there are no possible actions to take to end it, any combination of actions that result in a mandatory infinite loop instead immediately cause all players in the duel to lose. This is not considered an action, and cannot be prevented or responded to.
104. Objects
1. An object is a game piece that may be targeted by effects.
2. Objects may have properties. These are quantifiable values used by card effects, and may change as effects resolve.
a. Some effects may make distinctions between a object's current and original value of a property. An original value is the value of a property the object had when the duel begun.
200. Players
1. A player is an object, represented by one of the people in the duel.
2. The turn player is the player whose turn it is. The other players are nonturn players.
3. In relation to a player, all other players are that player's opponents.
201. Life Points
1. Each player has a number of life points. This is a numeric property.
300. Cards
1. A card is an object. It is represented by a Yugioh: Resummoned insert, or a token made to represent such an insert.
a. Each Yugioh: Resummoned insert has a Yugioh card that they are paired with. This pairing is determined by the insert's name. A card's attribute, level, and card type are determined by the paired Yugioh card.
2. The owner of a card in the duel is the player who started the duel with it in their deck.
3. A card's controller is the player whose zones the card is in.
301. Names
1. Each card has a name. This is a property of cards sometimes used in effects.
a. The set of possible names is the set of names all Yugioh: Resummoned inserts have been printed with.
b. Card names are always considered to be the English version of its name, regardless of printed language.
2. Effect text that refers to a specific name will always do so in double quotes. This refers to any such card that currently has the stated name.
303. Supertypes
1. Each card can have zero or more supertypes. This is a property of cards that determine how several state actions function, as well as other things.
2. The set of all supertypes consists of Continuous, Quick-Play, Equip, and Legend.
302. Card Types
1. Each card has a card type. This is a property of cards that determines how and where a card may be played.
2. The set of all card types consists of Monster, Spell, and Trap.
303. Effect Text
1. Each card has effect text. This property is a set of zero or more effects.
a. While face-down, cards only have flip effects.
304. Facing
1. Each card on the field is either face-up or face-down.
a. A card not on the field is considered neither face-up nor face-down.
2. A face-down card is considered to not have any properties except for facing, position, and card type.
a. A face-down card in a Monster Zone is considered to be a monster card. A face-down card in a Spell/Trap Zone is considered to be a trap card.
305. Tributes
1. Each card on the field may have zero or more tribute cards stacked under it.
2. When a card is moved to any zone other than ones on the field, all tributes are moved to the Graveyard Zone.
3. Tributes do not have positions, and are always face-up.
4. To tribute a card: Move the card, and all tributes under it, under the triggering effect's card.
a. If a card tributes itself, it is instead moved to the Graveyard Zone.
5. Unless specified otherwise, you may only tribute cards you control.
306. Normal and Effect Cards
1. Each card may either be a normal card or an effect card. A normal card is a card with no continuous, trigger, or ignition effects, and an effect card is a card with one of those effect types.
2. Face-down cards are considered neither normal nor effect.
400. Monsters
1. Monster is a card type. Monster cards have ATK and DEF, and may use this to attack and defend in battles.
401. Spells
1. Spell is a card type. Spells are played face-up, and usually have effects that trigger on play.
2. Spells may not be played or turned face-down.
402. Traps
1. Trap is a card type. Traps are played face-down, and usually have flip effects that allow them to be later turned face-up.
403. Attribute
1. Each card has an attribute. This is a property of monster cards sometimes used in effects.
2. The set of all attributes consists of DARK, LIGHT, FIRE, WATER, EARTH, AIR, and DIVINE.
3. The original attribute of a monster card is determined by the paired Yugioh card's attribute.
404. Level
1. Each card has a level. This is a numerical property of monster cards sometimes used in effects.
2. The original level of a monster card is determined by the paired Yugioh card's level, or rank if it is an Xyz Monster.
405. Monster Types
1. Monster cards have one or more monster types. This is a property of monster cards sometimes used in effects.
2. The set of all monster types consists of TODO.
406. ATK and DEF
1. Monster cards have an ATK and a DEF. These are numerical properties that determine the outcome of battles.
2. If the ATK or DEF of a monster card would become less than 0, it becomes 0 instead.
407. Position
1. Monster cards in Monster Zones have a position, either Attack Position or Defense Position. This property determines the outcome of battles.
a. Monster cards not in Monster Zones are considered to have neither position.
2. To change the position of a monster card: If it is in Attack Position, the card's position becomes Defense Position; or if it is in Defense Position, its position becomes Attack Position.
500. Zones
1. A zone is a location belonging to a player where zero or more cards may be located in during a duel.
2. All players have one Deck Zone, one Graveyard Zone, one Banished Zone, one hand, and a potentially unlimited number of Monster Zones and Spell/Trap Zones.
3. A zone may be public or private. The current face of all cards in a public zone may be inspected at all times by all players. A private zone may not be inspected by any player.
a. While players may not inspect private zones, they may count the number of cards in them at any time.
4. A zone may be ordered or unordered. In an ordered zone, the relative ordering of cards in a stack matters, and may not be rearranged. In an unordered zone, cards may be reordered at any time.
a. If two cards enter a specific area of an ordered zone simultaneously, the cards' controller chooses which order in which they enter.
5. A zone may be sharable or nonsharable. Players may place cards they control in sharable zones that they do not own. If a player places a card they control into a nonsharable zones not owned by the card's owner, they place it in the corresponding zone of the card's owner instead.
501. Deck Zone
1. All players have one Deck Zone. This is a private, ordered, nonsharable zone that players draw from.
a. Effect text referring to the Deck in relation to a zone is referring to the Deck Zone.
2. All cards are placed in the Deck Zone face-down.
3. To draw X cards: Take the X top cards from your deck, and place them into your hand.
a. If you attempt to draw more cards than your deck has cards, you lose the duel instead.
4. To excavate X cards: Reveal the top X cards of your deck.
502. Graveyard Zone
1. All players have one Graveyard Zone. This is a public, ordered, nonsharable zone that cards go to after they are destroyed.
a. Effect text referring to the Graveyard in relation to a zone is referring to the Graveyard Zone.
2. All cards are placed in the Graveyard Zone face-up.
503. Banished Zone
1. All players have one Banished Zone. This is a public, ordered, nonsharable zone that cards go to after being banished.
2. All cards are placed in the Banished Zone face-up.
3. To banish a card: Move it from the zone it is currently in to the Banished Zone.
504. Hand
1. All players have one hand. This is a private, unordered, nonsharable zone where players play cards from.
2. All cards are placed into the hand facing the player, thus face-up to them and face-down to their opponents.
3. To play a card: Move a card from the hand onto the field.
a. Playing a face-up monster card, or flipping a face-down monster card face-up, is called "summoning".
b. Playing a monster card or a trap card face-down is called "setting".
c. Playing a spell card, or flipping a trap card face-up, is called "activating". This is distinct from activating cards' effects.
4. To discard a card: Move a card from the hand into the Graveyard.
505. The Field
1. A player's field consists of all Monster Zones and Spell/Trap zones they own. "The field" refers to the field of all players.
2. The field consists of infinite series of columns. A column is one Monster Zone and one Spell/Trap zone per player, generally arranged in a vertical line. Columns themselves are generally arranged horizontally.
3. All columns have two adjacent columns. This forms a total ordering of columns.
4. There exists one column called the center column.
5. To move a card onto the field: If there are no cards on the field, choose an appropriate Zone you own in the center column. Else, choose one column with an occupied Zone; then choose an appropriate unoccupied Zone you own that is either in the same column as that last chosen column, or a column adjacent to it. Then move the card into that chosen Zone.
6. Cards on the field are either face-down or face-up.
a. If a card is moved onto the field, the source of the effect's controller may choose whether the card enters the field face-down or face-up.
7. Card stacks on the field are unordered. Since those zones are unordered, you may adjust those zones' contents at any time. However, the card in play, as opposed to the cards tributed to it, must always be on the top of the resulting card stack.
506. Monster Zones
1. A Monster Zone is a public, unordered, sharable zone that may hold one monster card and any associated tributes.
3. Monster cards in this zone have a position.
a. If a card is moved onto the field, the source of the effect's controller may choose whether the card enters the field in Attack Position or Defense Position.
507. Spell/Trap Zones
1. A Spell/Trap Zone is a public, unordered, sharable zone that may hold one spell or trap card and any associated tributes.
600. Turn Structure
1. A turn consists of 6 distinct phases. These are, in order: The Draw Phase, the Standby Phase, Main Phase 1, the Battle Phase, Main Phase 2, and the End Phase. Each of these phases takes place every turn, even if nothing happens during the phase.
2. A phase ends when all players have passed priority in succession in a phase, and there is no current Chain.
3. A turn ends when all the phases in a turn end. It then becomes the turn of the next player, passing in clockwise order.
601. Priority
1. During a phase, one player is considered to have priority. The turn player starts each phase with priority. When a player passes priority, they lose priority, and the player clockwise of them gains priority.
2. During a phase, when they have priority, the player with priority can choose an action to execute. If they do not, they pass priority. What actions the turn player may execute depends on the phase.
602. General Actions
1. There are some actions any player may take during any phase, listed below.
2. A player may play a Quick-Play card as an action.
3. A player may activate an ignition effect of a card they control as an action.
4. If the conditions of a flip effect on a face-down card are met, that card's controller may flip that card face-up as an action.
603. State Actions
1. After an action is executed, but before other actions can be manually executed, state actions may automatically execute. Which state actions may occur are listed below. These actions occur simultaneously.
2. If the conditions for a trigger effect of a card is met: The card's controller declares any targets, then activates that effect.
3. If there is an active Chain: the effect on top of the Chain resolves.
4. If a non-Continuous Spell or Trap is on the field: Move it to the Graveyard.
5. If an Equip card has no target it is equipped to: Destroy it.
6. If a face-up monster card is in a Spell/Trap Zone, or a face-up spell or trap card is in a Monster Zone: That card's controller moves it to an appropriate zone on the field.
7. If a player has 0 or less life points: They lose the duel.
8. If it is the Draw Phase, it is not the first turn in the duel, and this action has not yet occurred this phase: The turn player draws 1 card.
9. If it is the End Phase, the turn player has 7 or more cards in their hand, and this action has not yet occurred this phase: The turn player discards cards of their choice until they have 6 cards in their hand.
604. Draw Phase
1. In the Draw Phase, the turn player draws a card. This is done via a state action, as covered above.
605. Standby Phase
1. The Standby Phase has no defined actions to take, and serves solely as a place for triggered actions to trigger.
606. Main Phases
1. There are two Main Phases, Main Phase 1 and Main Phase 2. These phases are meant for playing cards in.
2. The turn player has the ability to play cards in their hand as an action during Main Phases.
a. A player can only summon or set one monster per turn via this action.
b. A player can only set one trap per turn via this action.
c. A player can only activate one spell per turn via this action.
d. A player may not summon or activate a Legend card more than once per turn via this action.
3. The turn player has the ability to change the position of a monster card on the field they control during Main Phases.
a. A player can only change the position of each card once per turn via this action.
b. A player cannot change the position of a card that entered the field this turn.
607. Battle Phase
1. In the Battle Phase, players battle.
2. The turn player has the ability to declare a battle as an action during the Battle Phase.
a. The attacking monster must be one monster on the field in Attack Position the turn player controls.
b. If the attack is nondirect, the defending monster must be one monster on the field the turn player does not control.
c. If the attack is direct, the defending player must not have any monsters on their field.
d. Each monster may only attack via this action once per Battle Phase.
e. You may not attack with monsters that entered the field this turn via this action.
f. If actions are taken such that, after they resolve, the defending monster or player becomes an invalid target, the defending monster or player may be reassigned by the turn player.
3. A battle occurs between an attacking monster, and either a defending monster or a defending player. Battles against monsters are nondirect attacks, while battles against players are direct attacks.
a. If the attack if nondirect, and the defending monster is in Attack Position, the ATK of the attacking monster is compared to the ATK of the defending monster. The difference is dealt as damage to the player who controls the monster with lower ATK, and the monster with the lower ATK is destroyed. If the ATK of the two monsters are equal, no damage is dealt, and both monsters are destroyed.
b. If the attack if nondirect, and the defending monster is in Defense Position, the ATK of the attacking monster is compared to the DEF of the defending monster. If the defending monster has a higher DEF, the difference is dealt as damage to the attacking monster's controller. If the DEF of the defending monster is lower than the ATK of the attacking monster, it is also destroyed.
c. If the attack is direct, the defending player is dealt damage equal to the attacking monster's ATK.
d. If any of the monsters involved in the attack are face-down, they are flipped face-up. This occurs after battle declaration and before results of the battle occur.
e. As outlined above, battles occur in three steps. These steps are called the Battle Step, the Flip Step, and the Damage Step, respectively.
608. End Phase
1. In the Draw Phase, the turn player discards cards. This is done via a state action, as covered above.
700. Effects
1. There are five types of effects in the game. These are Cost, Flip, Continuous, Trigger, and Ignition Effects.
2. Ignition and Trigger Effects may be activated. This places them on the Chain.
3. When an effect is resolved, it is removed from the Chain, and the changes in game state indicated by the effect take place.
701. The Chain
1. Ignition and Trigger Effects go onto the Chain, which is a stack of effects. Effects are activated onto the chain and resolved off the chain, in first-in-last-out order.
2. If two or more effects activate simultaneously, effects from the player with priority enter the Chain first, and then effects from players without priority enter, in clockwise order.
a. If two or more effects occur from the same player, that player may choose in which order the effects are placed onto the Chain.
3. If an effect is resolved, and any target for the effect is invalid, the effect is removed from the Chain and is not resolved instead.
702. Cost Effects
1. A cost effect is a requirement for being able to play a card. These effects must be followed immediately before playing a card.
703. Flip Effects
1. A flip effect is a condition for being able to turn a face-down card face-up.
705. Continuous Effects
1. A Continuous effects take place while the card is face-up on the field. These effects may alter properties of cards, replace effects with other effects, or prevent certain actions from being executed.
706. Trigger Effects
1. A trigger effect has a condition and a consequence. When the condition is met, the effect is activated as a state action, and the consequence is then later resolved.
a. If a trigger effect has no condition, the effect is activated when the card is summoned or activated.
707. Ignition Effects
1. An ignition effect is an effect triggered manually by the player. It has a cost and/or a condition, and a consequence. If the condition is met, the card's controller may pay the cost to activate the effect. The consequence is then later resolved.
708. Negation
1. Some effects may be negated. Continuous, Trigger, and Ignition Effects are all considered negatable effects. Cost and Flip Effects may not be negated.
2. If an Ignition or Trigger Effect is negated, it may not be activated.
3. If a Continuous Effect is negated, its alterations to the game state do not apply while it is negated.
709. Targeting
1. Some effects target objects.
a. Any effect that requires you to select a number of objects targets those objects.
b. Battles target the attacking and defending objects.
2. If an effect targets any objects, the targets for that effect are declared by the effect's source's controller immediately before the effect is activated.
3. If an effect must target an object, but cannot target any objects in the duel, then it cannot be activated.
4. Unless specified otherwise, when you target cards, you may only target cards on the field.
710. Equip Cards
1. Some cards have the Equip supertype. These cards are cards must have another card they are equipped to.
a. Equip cards cannot be equipped to themselves.
b. Non-Equip cards cannot be equipped to anything.
2. To equip an equip card to another card, target the other card. They are now considered equipped.
3. If an equip card becomes unequipped to another card, they are no longer considered equipped.
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