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Thread: Every Ruling Link

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    Unanswered: Every Ruling Link

    Copied from Dueling Network Forum:

    Here you will find every ruling link you ever wanted! Linked below will be links to articles explaining various game mechanics, as well as Konami policy. Following the articles on each mechanic will be some short quizzes that you can use to test your knowledge.

    If you're interested in studying rulings from the very beginning in sequence, try the Demystifying Rulings Series from YGOrganization.

    Remember the trinity of learning rulings: playing, studying, lurking! Yugioh is a complex game, and the best way to learn rulings is through actually playing the game, reading articles about its mechanics, and spending time in the rulings section of reputable forums (like this one!).

    Original credits for this page goes to @bilaterus.

    The Basics
    This section includes the Yugioh Rulebook. Even if you know how to play, you should still flick through it, as there are some fundamental explanations inside. This section also contains DN's Rules.
    Yugioh Rules
    The Yugioh TCG Rulebook
    Yugioh is a highly complex game, and the rulebook is the perfect starting point to understanding how the game works. It covers the basics of chaining, spell speeds, and the different types of monster effects.

    Introducing Pendulum Monsters!
    Summary of Pendulum Summons
    These articles explain how Pendulum cards work and behave in detail.

    Rulebook Quiz

    Rulebook Quiz 2

    DN Rules
    DN's Rules and Punishments Table
    DN has strict rules when it comes to how to use Dueling Network, and you should be familiar with our rules, policies, and punishment system. Be sure to read and understand each of the points at the top of the table.

    DN Rules and Punishments Quiz

    Problem Solving Card Text (PSCT)
    PSCT is how Konami now writes the text of cards, and understanding how it works is fundamental to the game. It's so important, it gets its own section on this thread.
    Here is bilaterus' article on PSCT in full: PSCT: The Key to Ruling Knowledge.

    Alternatively check out the Summary of PSCT on the YGOrganization site.
    PSCT Quiz

    PSCT Quiz 2

    Konami Policy
    Everyone attending a sanctioned event must comply with Konami Tournament Policy. DN follows these policies where they are relevant.
    We have condensed the Policy Docs into a single, concise document, covering precisely everything that a player needs for DN.

    Condensed Policy

    However, if you intend to play or judge at real events, you will need to read the original Policy Docs in full. It is also worth reading to learn the context of the policy in the condensed version.

    Konami Yugioh Tournament Policy
    Konami General Tournament Policy
    Konami Penalty Guidelines

    Once you've read these documents, try Trublu Caribou's Policy Quiz!

    General Game Mechanics
    This section contains explanations of common and important game mechanics.

    Optional "if" vs optional "when" effects
    Some effects cannot if their triggers are not the last thing to occur. You can view the official explanation on this mechanic from the rulebook below.

    This article by Joe Frankino explains the above mechanic in further detail.

    Simultaneous Effects Go On Chain (SEGOC)
    SEGOC is what occurs when multiple effects are triggered at the same time, and dictates in what order these effects will be placed on the chain. This article explains SEGOC in detail.

    Chain Mechanics Quiz

    Fast Effect Timing
    Fast effect timing is, in essence, the set of rules governing when players can and cannot activate cards or effects or perform an action. This article explains Fast Effect Timing in detail.

    Here is Konami's article on Fast Rffect Timing.

    How to handle the Standby Phase and the End Phase
    This article explains how to use the Fast Effect Timing chart to handle multiple effects that are triggered in a Phase, particularly the Standby and End Phases.

    The Fast Effect Timing Chart

    The Damage Step
    A battle between monsters in Yugioh is actually extremely complex.
    This chart gives an introduction to the Damage Step.

    Read more about the Damage Step here.

    That Wacky Damage Step!
    Only certain types of effect can be activated in the Damage Step. This link explains exactly which effects can be activated in more detail.

    For a full (advanced) breakdown of the Damage Step, check the Wikia Damage Step page.

    Damage Step and End Phase Quiz

    Special Summons
    Everything You Need to Know About Special Summons
    An in-depth explanation of the mechanics governing special summons.

    Everything you need to know about Replays is explained on the page linked above.

    Attack & Defence Modifiers
    Atk & Def modifications and you!
    Atk and Def modifiers can get pretty complicated, but with a combination of a cool head and the above link, you can solve the situations you're likely to encounter in duels.

    Miscellaneous Rulings
    Miscellaneous Rulings
    The above article contains information about a wide variety of common miscellaneous rulings and game mechanics. It is a good idea to know what is on this list, even if you don't learn it all in detail.

    Miscellaneous Rulings Quiz

    Judge Documents
    These documents provide essential and insightful knowledge for judges.

    Complex Rulings & Mechanics
    If you're familiar with the general mechanics of the game, and are interested in learning some more complicated rulings, this section is for you.

    Ruling Exams
    This section contains exams that are useful if you want to test your knowledge of Yugioh rulings.

    Please do not hesitate to PM me if you have any suggestions, questions regarding anything listed above, or about rulings or game mechanics in general. Happy studying!

    Misc Rulings Quiz
    Hullo! This page gives you access to the rulings and game mechanics that don't fit onto the rest of Skulblaka's Thread.

    Credit to Petit Moth, who wrote the Attack Mechanics section.

    Negating Things
    Legality of Moves
    The Game State
    ATK Modifiers
    Pendulum Monsters and Macro Cosmos
    Extra Normal Summons
    Unusable Cards on DN
    Tip for the DN Deck Constructor
    Negating Things
    This article covers: negating activations vs negating effects, 'activate' vs 'use', and negating monster effects.

    Move Legality
    This article addresses various questions concerning when certain moves are legal.
    Move Legality

    The Game State, Verifications, and ATK Modifiers
    All three of these topics are covered by this article:
    Miscellaneous Rulings

    Pendulum Monsters and Macro Cosmos
    The Rulebook states: "If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence." For example, normally a monster can only attack once per Battle Phase, but if it's equipped with Twin Swords of Flashing Light - Tryce, it can attack twice.
    This principle also tells us what to do when a Pendulum Monster is destroyed while Macro Cosmos is out. Game mechanics say it should return to the Extra Deck, yet Macro Cosmos says it should be banished. According to the above principle, card effects take precedence over game mechanics, so under Macro Cosmos, Pendulums are banished.

    Extra Normal Summons
    This post explains how extra Normal Summons work:

    Unusable Cards on DN
    These aren't exactly mechanics, but for the sake of reference I thought I should link to the following thread, which gives workarounds for many 'unusable' cards for DN:
    Note that the use of these in order to be annoying and waste time is a bannable offense.

    Tip for the DN Deck Constructor
    Again, this isn't exactly a mechanic, but this is as good a place to have it as any.
    In the DN Deck Constructor, you can use an asterisk (*) to search for non-sequential phrases. For example, if you search for cards by typing in "target*destroy" into description in the Deck Constructor, you get a list of all the cards which have "target" in their card text, followed somewhere later by "destroy" (ie. the asterisk indicates that any amount of text can go between the word "target" and "destroy" in the text of the card). This can help you refine searches.

    TCG rulebook

    Rulebook quizzes

    PSCT: the Key to Ruling Knowledge*

    *The title name is open to suggestions.

    Table of Contents
    PSCT? What's that? Why should I care about it?
    Chains, Costs and Effects
    Special Summons
    Multiple Target Effects
    Causation and Timing
    Note that if you are studying PSCT for the first time, it's advised to study it section by section, over time. Fully understand one part before moving on to the next.

    1. PSCT? What's that? Why should I care about it?
    PSCT stands for Problem-Solving Card Text, and it means the new card text that Konami have used to write Yugioh cards since roughly when Xyz monsters were introduced. It's important because this new text was designed to give a lot of information about the way the cards work.

    PSCT, along with some other basic mechanics to do with Chains, cover perhaps 90% of all ruling situations. It's definitely worth becoming familiar with it!

    The following rules are only for cards with this new card text. Older cards will not necessarily follow these rules. Make sure the card has PSCT before applying any of these rules!

    2. Chains, and Costs/Effects
    When a card is written with this new text, it is easy to tell which card effects, especially monster effects, uses the Chain (and as before, activating Spell and Trap cards themselves always starts a Chain.)
    If a card effect has a colon ( : ) or a semi-colon ( ; ) in its effect text, activating that effect uses the Chain. If not, that effect does not activate or use the Chain.

    Mermail Abyssmegalo
    You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
    -We see that its summon effect, its search effect, and its double-attack effect all start Chains.
    Collapserpent the Ebony Dragon
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "Collapsarpent the Ebony Dragon" this way once per turn. If this card is sent from the field to the Graveyard: You can add 1 "Wyburstar the Ivory Dragon" from your Deck to your hand.
    -We see that its Special Summon effect does not start a Chain, but its effect when it is sent to the Graveyard does start a Chain.
    Fusion Gate
    While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
    -We see that a Fusion Summon using Fusion Gate starts a Chain. This is separate to activating Fusion Gate itself onto the field, which obviously also starts a Chain.
    Now, when a card is activated, it may have a cost, or you have to choose a target for it, and both of these actions are done at the same time as activating the card.
    If an action is written before a semi-colon, it is done at activation of the effect. If it is written after a semi-colon, or there is no semi-colon, it is done when the effect resolves.

    Super Polymerisation
    Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.
    -We see that discarding 1 card is a cost to activate Super Polymerisation and this discarding is done when the card is activated, but sending the Fusion Materials to the Graveyard is not a cost, and is part of the effect.
    Trance Archfiend
    Once per turn: You can discard 1 Fiend-Type monster, and this card gains 500 ATK until the End Phase. When this card you control is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add that target to your hand.
    -We see that discarding a Fiend-Type is not written before a semi-colon and is therefore not a cost. Discarding is part of its effect.
    Card Trooper
    Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.
    -We see that sending 1-3 cards to the Graveyard is a cost to activate the effect of Card Trooper, so the milling is done when the effect is activated and not when the effect resolves.
    See also:

    3. Special Summons
    There are lots of cards with effects that negate Special Summons. However, these can only negate Special Summons which do not start a Chain. To prevent the Special Summon effect that starts a Chain, the effect itself must be negated.
    a) Examples of cards that negate Special Summons:
    Thunder King Rai-Oh
    Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
    Solemn Judgment
    When a monster would be Summoned OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.
    Evolzar Laggia
    2 Level 4 Dinosaur-Type monsters
    During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.
    b) Examples of Special Summons:
    Black Luster Soldier – Envoy of the Beginning
    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
    ● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
    ● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.
    -We see that its Special Summon effect does not start a Chain (no colon or semi-colon) so Evolzar Laggia could negate its Special Summon.
    Gorz, Emissary of Darkness
    When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage.
    ● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took.
    ● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.
    -We see that its Special Summon effect does start a Chain. This means that to prevent its Summon, a card would have to negate the activation of the effect of Gorz, Emissary of Darkness. Something like Solemn Judgment could not do so because it cannot negate monster effects.
    Monster Reborn
    Target 1 monster in either player's Graveyard; Special Summon it.
    -We see that it starts a Chain, and so to prevent the Special Summon a card would have to negate the activation of Monster Reborn itself. Something like Thunder King Rai-Oh could not do so because it cannot negate Spell Cards.
    See also:

    4. Targeting
    Targeting is the technical term for selecting what cards are going to be affected by a card effect. A card with PSCT only targets if it uses the word 'target' in the text before the semi-colon.

    Lyla, Lightsworn Sorceress
    During your Main Phase: You can target 1 Spell/Trap card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
    -We see that its effect does target a Spell or Trap Card at activation of the effect, so the opponent could Chain the targeted card to the effect of Lyla, Lightsworn Sorceress, if they can.
    Neo-Spacian Grand Mole
    At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation).
    -We see that the word 'target' is not used, so this card does not target the opponent's monster.
    Creature Swap
    Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
    -We see that this card does not use the word 'target' so both players choose a monster when the effect of Creature Swap resolves, and not at activation of Creature Swap.
    Any conditions on the chosen card when it is chosen must be correct when the effect resolves if the card says 'target' after the semi-colon as well.
    If it does not say 'target' after the semi-colon, the chosen card just needs to be in the same place.

    Atlantean Marksman
    When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
    -We see that the text refers to 'that target' after the semi-colon, so the target must still be correct when the effect resolves; that is, it must still be a Set card. If the targeted card is flipped face-up by the time the effect of Atlantean Marksman resolves, the card is not destroyed.
    Adreus, Keeper of Armageddon
    2 Level 5 monsters
    Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it.
    -We see that it does not refer to 'that target' after the semi-colon, so even if the targeted card is flipped face-down by the time the effect of Adreus, Keeper of Armageddon resolves, it is still destroyed.
    Circle of the Fire Kings
    Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
    -We see that it does not use the word 'target' after the semi-colon, so even if the monsters on the field are no longer FIRE monsters by the time the effect resolves, the first monster is still destroyed and the second monster is still Summoned.
    See also: https://yugiohblog.k...rticles/?p=2962 ;

    5. Multiple Target Effects
    There are many effects which target more than 1 card at once. As above, if they use the word 'targets' after the semi-colon, any conditions on the chosen cards must still be correct when the effect resolves, and if it doesn't use 'targets' then the cards chosen only need to be in the same place.
    Additionally, if it uses the word 'both' or 'all', then if one chosen card is no longer correct no others are affected.
    Otherwise, if one chosen card is no longer correct, the others are still affected.

    Pain Painter
    While this card is face-up on the field, its name is treated as "Plaguespreader Zombie". Once per turn: You can target up to 2 face-up Zombie-Type monsters you control, except this card; they become Level 2 until the End Phase. They cannot be used as Synchro Material Monsters except for the Synchro Summon of a Zombie-Type monster.
    -We see that, for its targeting effect, there is no mention of 'those targets' after the semi-colon, so even if the targets are no longer Zombie-Type by the time the effect resolves, that monster is still changed to Level 2. Also, there is no mention of 'both', so if one of the targets is removed by the time the effect resolves, the other monster is still affected.
    Constellar Star Cradle
    Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activated this card.
    -We see that there is no mention of 'both' in this text, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other target will still be added to the hand.
    Naturia Marron
    When this card is Normal Summoned: You can send 1 "Naturia" monster from your Deck to the Graveyard. Once per turn: You can target 2 "Naturia" monsters in your Graveyard; shuffle both those targets into the Deck, then draw 1 card.
    -We see that the term 'both' is used, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other is not returned, and no card is drawn.
    See also: https://yugiohblog.k...rticles/?p=2962 ;

    6. Causation and Timing
    Sometimes a card effect does several things, and there are lots of possible ways the parts of the effects can relate to each other, in terms of whether the parts are treated as simultaneous (at the same time) or not, and whether the first part must be successful for the second to go on at all. The main phrases are explained here.

    There may seem like a lot, but each phrase intuitively tells you what it means. So you can get a feel for what they mean after a little practice. Alternately, you can always quickly look them up if you need to.

    Warning: PSCT is constantly being added to, and conjunctions especially were added significantly long after PSCT was initially introduced. So, even on some old cards with PSCT, the term 'and' is used when 'and if you do' is meant. Be cautious with such older cards (Lyla, Lightsworn Sorceress and Starpdust Dragon are notable examples).

    a) Do A, and if you do, do B
    -A and B happen simultaneously.
    -If A can't be done, B isn't done.
    -A is still done even if B can't be done.
    Solemn Warning
    When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
    -A is negating the Summon or activation, and B is destroying the card that is being Summoned or activated. If the card cannot be destroyed, its effect is still negated.
    Circle of the Fire Kings
    Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
    -A is destroying the first monster, and B is Summoning the second monster. If the first monster cannot be destroyed, the second isn't Summoned.
    b) Do A, then do B
    -B happens strictly after A.
    -If A can't be done, B isn't done.
    -A is still done even if B can't be done.
    Goldd, Wu-Lord of Dark World
    If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target up to 2 cards your opponent controls; Special Summon this card from the Graveyard, then destroy those cards (if any).
    -A is Special Summoning this card, and B is destroying the targets. If targets are destroyed, it will cause cards which respond to Summons to miss their activation timing.
    Battle Break
    When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
    -A is destroying the attacking monster, and B is ending the Battle Phase. This will cause 'when' optional effects that are triggered by destruction to miss their activation timing.
    c) Do A, also do B
    -A and B happen simultaneously.
    -If one of A and B cannot be done, the other is still done.
    Offerings to the Doomed
    Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.
    -A is destroying the target, and B is skipping the Draw Phase. If the monster cannot be destroyed, the Draw Phase is still skipped.
    Masked Ninja Ebisu
    Once per turn, if you control a face-up "Ninja" monster other than "Masked Ninja Ebisu", you can activate this effect: Return a number of your opponent's Spell/Trap Cards to the hand, equal to the number of "Ninja" monsters you control, also every face-up "Goe Goe the Gallant Ninja" you control can attack your opponent directly this turn.
    -A is returning Spell/Trap cards to the hand, and B is the effect allowing Goe Goe the Gallant Ninja to attack directly. Even if no cards are returned to the hand, Goe Goe the Gallant Ninja can still attack directly.
    d) Do A and do B
    -A and B happen simultaneously
    -If one of A and B cannot be done, the other is not done
    Light and Darkness Dragon
    Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
    -The negation effect requires that LaDD can both lose 500 ATK and DEF and negate the activation of the card effect. If LaDD cannot lose exactly 500 ATK and DEF, it does not negate the activation either.
    Number 53: Heart-eartH
    3 Level 5 monsters
    Once per turn, when this card is targeted for an attack: It gains ATK equal to that attacking monster's original ATK, until the End Phase. If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. When this card on the field is destroyed by a card effect while it has no Xyz Materials: You can Special Summon 1 "Number 92: Heart-eartH Dragon" from your Extra Deck and attach this card from the Graveyard to it as an Xyz Material. (This Special Summon is treated as an Xyz Summon.)
    -The last effect must be able to both Special Summon and equip Heart-eartH as Xyz Material, or it does nothing. Summoning and equipping are simultaneous.
    e) Do A, also, after that, do B
    (or Do A, also do B after that)
    - B happens strictly after A
    - If one of A and B cannot be done, the other is still done.

    Granmarg the Mega Monarch
    You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. When this card is Tribute Summoned: Target up to 2 Set cards on the field; destroy those targets. If this card was Tributed Summoned by Tributing an EARTH monster, add this additional effect.
    ● Also, draw 1 card after that.
    -If Granmarg gets its effect to draw, then it will cause any 'when' optional effects of the destroyed cards to miss their activation timing.
    Scrap-Iron Statue
    When the effect of a face-up Spell/Trap Card your opponent controls is activated: Destroy that card, also, after that, Set this card face-down instead of sending it to the Graveyard. If this card is sent to the Graveyard: You can target 1 "Junk" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
    -The destruction will cause things to miss the timing, because the last thing to happen is Scrap-Iron Statue setting itself. Also, Even if Scrap cannot Set itself, it will still destroy the opponent's card, and it will still Set itself if it can't destroy the opponent's card any more.
    See also:

    Well, that's pretty much all there is to PSCT. There are some more complicated matters to do with precedent - things that aren't on the card text whose absence tells you how it works - but those can be dealt with on a case by case basis.

    If there are any suggestions, feel free to post! Take care.

    Summary of PSCT
    PSCT quizzes

    Condensed Konami policy
    YGO tournamen t policy
    Gen tournament policy
    Penalty guidelines
    Policy quiz

    SEGOC article
    chain mechanics quizz

    Fast effect timing article
    Konamis article
    Phase Mechanics

    Sometimes several effects need to activate in a Phase or Step, such as the mill effects of Lightsworn monsters, or sometimes either player wants to use a fast effect such as Super Rejuvenation. How is their order determined?

    Specifically this stuff applies to the Standby Phase, End Phase, and End Step of the Battle Phase, where Trigger Effects typically want to activate. Fast Effects don't quite work in this way - they're best understood according to the general principles of Fast Effect Timing.

    The Structure
    After the Phase begins, follow these steps:
    The Turn Player (TP) can activate/end any (appropriate) effect or pass to the other player
    The Non-Turn Player (NTP) can activate/end any effect or pass back to the TP
    The TP must activate/end any mandatory effects, if any
    The NTP must activate/end any mandatory effects, if any
    The TP can activate/end any optional effect
    The NTP can activate/end any optional effect
    The TP discards for the hand size limit if appropriate
    Any effects triggered by the hand limit discard can activate [the chain can be formed as normal]. After this chain, return to (7).
    Anything which ends at the very end of the turn, such as the expiry of Effect Veiler, end just as the next player takes their turn.

    - At any point up to/including (6), any fast effect may be activated instead
    - If any effect activates/resolves at any point, once the game state opens up again according to Fast Effect Timing, return to the beginning of the above steps.
    - Anything that activates in the above steps are NOT all part of one chain. They're all chains that are built and resolved separately (if appropriate).

    Let's take a look at some examples to see these steps in action.

    Zenmaines vs Mind Control
    Player A has “Dark Hole” and “Mind Control” in their hand. Player B controls “Wind-Up Zenmaines.” Player A activates “Dark Hole” and Player B detaches an Xyz Material for “Wind-Up Zenmaines.” Player A then activates “Mind Control” targeting “Wind-Up Zenmaines.” Player A moves to the End Phase. What are the possible outcomes?

    We have Player A controlling Maines which needs to activate, and he also has Mind Control to end.

    We start at (1). Player A can choose either Maines or Mind Control, or he could pass to Player B to see if they want to activate anything.

    Outcome 1: Player A activates the effect of Maines at (1) and after it activates and resolves, Player A can resolve Mind Control after that.
    Outcome 2: Player A resolves Mind Control first. After that, Player B can activate the effect of Maines that was returned.
    So ultimately it's a simple case. Player A simply chooses which effect to resolve first.

    Garunix vs Garunix
    Players A and B both have a destroyed "Fire King High Avatar Garunix" in their Graveyards that were destroyed the previous turn. It is Player A's Standby Phase.

    Note that Garunix's effects are mandatory.

    Remember that the two Garunixes' effects to Special Summon, as well as their Trigger Effects to blow up the field, will all be in separate Chains in the End Phase. What this means is that the first Garunix to be Summoned will activate to blow up the field, and only after that resolves will the next one activate to Special Summon (as the EP cycle restarts again). Once the second is Special Summoned, it'll kill off the first.

    So, the second Garunix to be Summoned will 'win', and it'll be left on the field once the dust (or fire) settles. Let's follow the EP steps to see what the possibilities are.

    Player A can activate his Garunix's effect to Special Summon, or he can pass to Player B. Suppose he passes to B.
    Player B can activate his Garunix's effect to Special Summon, or he can pass back to A. Suppose he passes back to A.
    Player A is now forced to activate his Garunix's effect! (Or he may do something else, restarting the EP cycle).
    So the possible outcomes are:

    Outcome 1: Player A activates Garunix at (1). This means that Player B's Garunix wins.
    Outcome 2: Player A passes at (1) and Player B activates Garunix at (2). This means that Player A's Garunix wins.
    Outcome 3: Player A passes at (1), but Player B passes back, forcing A's Garunix to be first. This means that B's Garunix wins.
    Hence Player B can 'force' Player A to Summon their Garunix first! They just have to pass at (2), if needed.

    However, if Player B isn't quite as good at game mechanics as Player A, then A could pass to Player B, who might feel obliged to activate their Garunix's effect(s). This would result in Player A's Garunix winning. Ruling knowledge is power!

    Garunix vs Treeborn Frog
    Player A controls a "Treeborn Frog" (and no Spells/Traps), and Player B has a "Fire King High Avatar Garunix" that was destroyed in the last turn. It is Player A's Standby Phase.

    Note that Treeborn Frog's effect is optional, which will change the outcomes from the previous.

    Player A can activate the effect of Treeborn Frog or pass. Suppose Player A passes.
    Player B can activate the effect of Garunix or pass. Suppose Player B passes as well.
    Player A is NOT obliged to activate Treeborn Frog now, because its effect isn't mandatory. They can pass again.
    Player B must now activate Garunix's effect.


    Outcome 1: Player A Summons Treeborn Frog at (1), and after that, Player B's Garunix kills it
    Outcome 2: Player A keeps passing until Player B is forced to activate their Garunix and its destruction effect, allowing Treeborn Frog to be Special Summoned safely afterwards.

    Due to the optional nature of Treeborn Frog's effect, Player A can always force it to be second... if he knows what he's doing!

    Super Rejuvenation and White Stone of Legend
    This section covers a more advanced, technical situation, and may be omitted.

    ​Player A has activated "Super Rejuvenation" and discarded 2 Dragon-Type monsters earlier in the turn, and currently has 5 cards in their hand including a "Blue-Eyes White Dragon." Player A moves to the End Phase and applies the effect of "Super Rejuvenation," drawing another "Super Rejuvenation" and "The White Stone of Legend." What are some of the possible outcomes?

    This is was a potential End Phase situation for Deep Draw Dragon Exodia.
    Outcome 1: Player A activates Souper Rejuv from hand during (1) and draws 2 cards. After that Player A discards cards including Stone for hand size limit and since Stone is a mandatory trigger, it activates after it's discarded.
    Outcome 2: Player A discards Stone for hand size limit, and Stone activates and resolves adding Blue-Eyes to hand. Player A then re-discards for the hand size limit and after that, play moves to Player B's turn.
    Outcome 3: Player A discards Blue-Eyes for hand size limit, and play moves to Player B's turn.
    Outcome 4: Player A discards Stone for hand size limit, and Stone activates. Player A then chains Souper Rejuv to Stone's effect, drawing 3 cards and then adding Blue-Eyes to hand. Player A then re-discards for the hand size limit.
    Important here is that Super Rejuv is either used before the hand size discard (legal because Quick Play Spells can be activated from hand at any time during your turn), but if it's to be used after the discard, it must be chained to Stone. It cannot be used after it resolves because after (7) only chains started by certain trigger effects can go off, meaning that you cannot manually active Souper Rejuv on its own chain any time after discarding for the hand size limit.

    You may be wondering where all of these steps come from. Actually, if you're very astute, you can derive Phase mechanics from the Fast Effect Timing Chart.


    If you look at the right hand section of the Chart, you can begin to see how it works. Players cannot pass forever, so essentially the structure ends up like the steps I laid out at the beginning.

    You can read more about the 'rigorous' handling of Phases here: https://ygorganizati...e-battle-phase/

    Take care!
    DMG step chart
    DMG step article


  2. #2
    II: The Masquerade NeoArkadia's Avatar
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    Everything You Need to Know About Special Summons

    There are a lot of misconceptions with regards to special summoning among the Yugioh community, from players and judges alike. Here we will review how you special summon in Yugioh, all the relevant rules and mechanics associated with them.

    First, do away with all preconceptions you have about special summons, and let’s see what the rulebook has to say.


    It doesn’t seem like it at first glance, but there’s a lot of information contained within these two small sections of the rulebook. Let’s break it down in detail.

    Special Summon Monsters

    Before we discuss how to special summon a monster, we need to understand just what exactly Special Summon Monsters are. Let’s examine this passage from page 19 of the rulebook:

    “This is different from “Special Summon Monsters.” You cannot use a card effect to Special Summon those monsters from your hand, Deck, or the Graveyard unless it was properly Special Summoned first. For example, if a Synchro Monster is sent from your Extra Deck to the Graveyard without being Synchro Summoned, you cannot use a Spell Card to Special Summon it from the Graveyard, because Synchro Monsters have to be properly Special Summoned first, before they can be Special Summoned by another card’s effect.”

    The explanation is a bit indirect, but let’s break it down. Special Summon Monsters must first be summoned through the method prescribed on their text before they can be special summoned by another card’s effect from the hand, deck, graveyard, and whilst banished. Monsters that have this restriction all have one thing in common: they cannot be Normal Summoned/Set. In essence, Special Summon Monsters are Extra Deck monsters, Ritual monsters, and monsters that have the text “Cannot be Normal Summoned/Set”. These monsters all have their ability to be normal summoned/set replaced with a condition that describes how it can be special summoned through the game’s rules, corroborated by page 47 of the rulebook: “the conditions that describe how to play a “Special Summon Monster” are also not an effect.” It is important to note, however, that Special Summon Monsters can also be summoned through an activated effect, such as Malefic Truth Dragon.

    Monsters such as Stardust Dragon, Number 39: Utopia, Relinquished, Black Luster Soldier - Envoy of the Beginning, Chimeratech Fortress Dragon, and Malefic Truth Dragon are all Special Summon Monsters. Monsters such as Cyber Dragon, Genex Ally Birdman, and Grapha, Dragon Lord of Dark World are not.

    How to Special Summon

    The rulebook tells us that there are two ways to special summon: we can summon a Special Summon Monster through the game’s rules, or we can special summon with a card’s effect.

    Summoning a Special Summon Monster

    A Special Summon Monster can be summoned through the game’s rules during an open game state in your Main Phase (see Fast Effect Timing). This is an action without spell speed, and thus does not use the chain. These are Synchro Summoning, Xyz Summoning, Pendulum Summoning, or summoning a Special Summon Monster through the conditions that describe how to play it. These monsters are not summoned through effects, as stated on page 47 of the rulebook.


    Special Summon with a Card’s Effect

    The other method by which to special summon is to use a card’s effect. Cards can have effects which allow you to either special summon themselves or another card to the field. If you are not summoning a Special Summon Monster through game mechanics, then you are summoning with a card’s effect--REGARDLESS OF WHETHER THAT EFFECT IS USING THE CHAIN. Cyber Dragon; Genex Ally Birdman; Grapha, Dragon Lord of Dark World; and Malefic Truth Dragon are all summoned through effects. Spell and Trap Cards can also summon through their effect, such as Polymerization, Ritual spells, and cards such as Ancient Rules.

    Negating a Special Summon

    Special summons are also an action that can be negated. Commonly used cards which can negate special summons include Solemn Warning, Black Horn of Heaven, Evolzar Laggia, and Steelswarm Roach. All of these cards have effects that activate “when a monster would be summoned”. This is before the monster’s summon is successful, that is, before it hits the field.

    Whether or not these cards and effects can activate to negate a summon depends on the answer to one key question that you need to ask when you would activate them: “is a chain currently resolving?” If the answer is yes, you may not activate them to negate the summon. This is because you cannot interrupt a resolving chain. If the answer is no, then you may negate the summon. It’s honestly that simple--basic chain mechanics.

    Additionally, if a monster is being summoned by an effect that only exists in one moment in time, you cannot activate a card/effect in the middle of applying that effect. This means that you cannot negate the summon of a monster being summoned by the effect of Future Fusion, for example.

    The problem with calling summons “inherent” -- seriously, don’t do it

    All too often, when someone asks why the summon of a particular monster cannot be negated, the response given is “you can only negate inherent special summons, not effects that activate”. There a quite a number of problems with this “explanation”, and I’ll try to explain all of them here.

    First, what, exactly, is an “inherent” summon? What is the term referring to? It’s a player-created term that has no official definition, designed to refer to all summons that do not use the chain. An attempt at “simplifying” mechanics to make them more understandable is admirable; however, it serves more harm than it does good. The reference to special summons as “built-in” in PSCT article 5 was also a similar attempt; however this is a terrible explanation for the mechanics I’ve explained above: determining whether or not a summon can be negated is not based on some arbitrary basis of whether the summon is “inherent” or not, it matters whether or not a chain is resolving, as per basic chain rules. This became evident when the TCG admitted that some summons that were initiated by activated effects could be negated, as they occurred after the effect resolved (see Formula Synchron and Advanced Heraldry Art), and the term “inherent” became an absolutely useless explanation in comparison to the game’s well established and basic mechanics.

    There are also other problems that arise. As the term “inherent” doesn’t mean anything unless you already know what it’s trying to explain, it is useless as an explanation to new players, and requires that you teach them in a manner that doesn’t explain the game’s mechanics. The term “inherent” has become so ingrained in the minds of the community that people are no longer being taught nor do they understand basic game mechanics, nor even what the rulebook is telling them about how the game works. You do the player base a much greater service when you explain things properly and teach them the game rather than just instilling some arbitrary, community-created jargon that teaches them nothing about the game, exemplified by the incredible lack of understanding “summon response window” has caused, but that’s a topic for another day.

    - - - Updated - - -

    Appendix - “Immediately after this card resolves”

    Some effects allow summons to be performed “immediately after this card resolves”. Advanced Heraldry Art, Artifacts Unleashed, Galaxy Tyranno, and Ultimate Offering are examples of such cards. (Do note that this ruling is also being applied to Formula Synchron and Urgent Tuning, despite their text not yet being updated.)

    These cards are unique in that the summon is not performed during their resolution. Rather, the effects mediate the summon that the player performs after the effect’s resolution. That is, they allow the summon to be performed after they resolve.

    Can these summons be negated? Well, let’s apply all the knowledge we’ve learned thus far. Ask yourself: “is a chain currently resolving?” Since the summon occurs after the effect has resolved, provided that the effect is Chain Link 1, no chain is resolving, and you may activate cards and effects when the monster would be summoned. If the effect is not Chain Link 1, however, then a chain is still resolving, so you may not interrupt the chain by activating a card or effect when the monster would be summoned.


    ATK/Def modification

    Judge docs

    complex rulings//mechanics
    The Validity of Ruling Sources & Problem Solving

    Important Concepts


    Consistency is a major aspect of rulings in the Yu-Gi-Oh TCG that judges apply. Judges aim to achieve consistency in their rulings so that the same cards and situations are ruled in the same manner not only across TCG regions, but also at events, and will be referred to many times throughout this article. It is therefore important to understand this concept, and why it is important.

    Consistency is defined as “conformity in the application of something, typically that which is necessary for the sake of logic, accuracy, or fairness.” This means that we don’t have different judges ruling the same cards or situations differently based on their own personal opinion unless absolutely necessary

    Head Judges

    The Head Judge is the highest authority at an event. Konami policy states that “the Head Judge makes the final call for game play rulings or policy appeals. They require superior knowledge of rulings and tournament policy. No other individual, including the Tournament Organizer or a Konami employee can overturn a game play ruling or tournament policy decision made by the Head Judge.”

    The Head Judge's decision is final, and, if at a Premier (YCS or higher) event, that ruling will be followed across that region until Konami otherwise provides (see Premier Event Rulings).


    To extrapolate means to “extend the application of (a method or conclusion) to an unknown situation by assuming that existing trends will continue or similar methods will be applicable.” This refers to when there are no rulings covering one card or situation, but there are for a card that functions similarly or dictating how a similar, then, if applicable, that ruling will be applied to the present situation.

    For example, Jurrac Guaiba’s trigger is “If this card destroys an opponent’s monster by battle”, and an official TCG ruling states that “the effect to Special Summon activates at the end of the Damage Step”. We can then extrapolate (extend) this ruling to apply to monsters with the same trigger, such as Helping Robo for Combat.

    However, it is also important to understand when some cards function differently to their similar counterparts. These are colloquially known as “BKSS” (Because Konami Said So) rulings, because they reflect how Konami intended the card to function, but this differs from other, similar cards. One of the most well known examples of a “BKSS” ruling is Fortune Lady Light, which can activate if returned to the hand whilst face-down, which contradicts with rulings for similar cards, such as Reborn Tengu.

    Public Knowledge

    All rulings are public knowledge.

    Different Ruling Sources & Their Validity

    Official KDE Rulings

    Only rulings from Konami Research & Development (R&D) are considered official rulings.

    These rulings relate mostly to cards written pre-PSCT, as, with the advent of PSCT, Konami is no longer publishing official rulings unless deemed necessary.

    However, it is important to note that PSCT is a new set of TCG rulings on how a card works, and will invalidate any previous rulings that conflict with its new text, unless otherwise stated by Konami.

    Why does Konami no longer publish official rulings?
    With the introduction of PSCT in July of 2011, the Yugioh TCG is no longer publishing official rulings. The reason for this is the same as the entire theme of this article: consistency. Before the introduction of PSCT, cards were ruled on a case by case basis, and it is difficult to maintain consistency between cards that read similarly when constantly issuing rulings for individual cards. These rulings were also designed to reflect how Konami intended the individual cards to work, and were difficult to write differently because of the lack of a uniform means of writing cards. The introduction of Problem Solving Card Text was designed to eliminate the prevalence of “BKSS” rulings and end the contradictions between how cards with similar texts were ruled.

    Different KDE Regions

    On some instances, there are differences on how interactions between cards are ruled depending on which R&D department has jurisdiction over that particular region. These discrepancies are few; however, they do exist, and players should be aware of the fact that there may be a difference between rulings between regions, such as the KDE-US and KDE-EU’s contradicting rulings on Atlanteans returning to the deck before activating.

    For Dueling Network purposes, KDE-US rulings will be used.

    Card Text

    Always use the TCG text when determining how a card works. Never compare a card’s OCG text to its TCG text to try to determine how it works; ALWAYS use the TCG text.

    Problem Solving Card Text (PSCT)

    What does it tell you?
    PSCT solves approximately 90% of ruling issues, so it is important that you understand how it functions and what it tells you. PSCT is, essentially, a TCG ruling on the card, and tells you what happens, when it happens, and who it happens to.

    Going Beyond PSCT
    PSCT is an incredible resource for players and judges, and is absolutely an excellent ruling source, right in front of you on the card! However, it does not tell you everything, and it is YOUR responsibility as a player to find out what Konami can’t tell you on the card. Problem Solving Card Text is NOT game mechanics and it is NOT a turn structure, and it has its limitations. It is still evolving, and is YOUR responsibility as a player to learn game mechanics and how cards interact with each other yourselves.

    UDE “Previously Official Rulings”

    Upper Deck Entertainment was once in partnership with Konami Digital Entertainment in running the Yugioh TCG, and was responsible for issuing rulings until Konami Digital Entertainment took full control of the Yugioh TCG in 2009 following a dispute between the two companies.

    Despite now being “unofficial”, UDE rulings were still made for the TCG, and, therefore, are still correct unless Konami has issued a contradicting ruling, or the card in questions has been reprinted since the ruling was issued.

    Premier Event Rulings

    Rulings from the Head Judge of a Premier event (YCS or higher) are followed by other TCG judges from that region until it is overturned. This ensures consistency and respects the authority of a Head Judge.

    PSCT vs Official Rulings

    PSCT is, in effect, a new set of TCG rulings on how a card is supposed to work. A re-print of a card’s text in PSCT will invalidate any previous rulings that contradict its new text.

    However, a ruling issued following the re-print in PSCT would take precedence over the card text, following the “follow what the card says unless R&D says otherwise” precedent.

    OCG Rulings

    OCG rulings are not binding on the TCG in any sense of the word. What. So. Ever.

    For all intents and purposes, the TCG and the OCG are different games. They have different mechanics, different rulings, and different governing bodies.

    “But Skul, they use the same cards”, you might say. This is only partially true. Mostly, cards are the same, though the texts of TCG cards commonly contradict the text of their OCG counterparts, and you ALWAYS use the TCG text of the card. It’s literal: “do what the card says unless R&D says otherwise”.

    The proper recommendation when there is not PSCT nor a TCG ruling to solve the issue for you is to ask your Head Judge. If there is no Head Judge around to solve the issue for you, work it out with your opponent. It’s also here, however, where we lose the power to stop the use of OCG rules on our side of the pacific, as players are not always able to resolve the issue amongst themselves (see “Communication is KEY” below), and if you cannot, then you should apply the OCG ruling.

    In the absence of a TCG ruling on the issue at hand, judges will often attempt to extrapolate from other rulings to attempt to solve the issue at hand. When this is not possible; however, an OCG ruling may be applied at the discretion of the judge for the sake of consistency. That is, to avoid different judges ruling the same situation differently. This is Dueling Network’s current policy with regards to ruling in-game. At a TCG event, the Head Judge has the final say in the matter.

    In summary, don’t go snooping around how things work in Japan unless absolutely necessary, because those practices are not necessarily applicable here.

    Unfortunately, rulings from us-ygorules are not considered reliable. These emails are answered by Konami Customer Support, not Konami Research and Development, and so are liable to be incorrect.

    Konami Judge Program Forum Rulings

    Rulings from the Konami Judge Program Forum are valid sources for rulings, as only KDE representatives, or those granted permission by KDE through the guise of a “Resource Judge” may answer rulings asked on the forum, and so are a reliable ruling source.

    Video Games

    Never, EVER, rely on a video game for rulings. Period.

    Now, you may be wondering why some ruling threads online reference how something works in a video game such as WC11. The reason for this is consistency. We like to avoid having conflicting rulings being thrown around all over the place, and therefore may use something like WC11 as a reference of last resort. However, it is important to note that, like OCG rulings, they mean absolutely nothing to the TCG, and may be overturned at the discretion of the judge, though this is typically a function left to the Head Judge.

    How to Resolve a Ruling Dispute

    Communication is KEY

    Yu-Gi-Oh! is not a single player game. The game, specifically the rules of fast effect timing, requires and expects you to communicate the status of the game state and players’ intentions in order for it to be played correctly, and problems always arise when players decide to use shortcuts to bypass these rules. Players are required to declare their effects, and ask for responses to their actions, and also to answer when they are asked for a response.

    The need for communication increases when a problem arises. Players will often be required to work together to resolve a dispute, especially when there is no judge to assist them. Players will have to present their case to their opponent in a respectful and polite manner so as not to create hostility, and hamper your ability to reach an agreement with your opponent.

    Remember, this is a game, and it’s supposed to be fun. Acting hostile towards your opponent takes all the fun out of this game and will only create a source of frustration.

    How to go about problem solving

    1) Use the card text.
    Read the card in front of you, and apply logic and PSCT (if applicable) to determine the ruling.
    2) Use TCG rulings
    If the card’s PSCT does not solve the issue, check to see if there are any official rulings on the card/s in question. If not, check for any UDE rulings, and apply them if found (if they are applicable).
    3) Ask the HJ of the event (if applicable)
    If you still haven’t found an answer to the problem, consult the Head Judge for a ruling.
    4) Work it out with your opponent
    If there is no Head Judge around to resolve the issue for you, discuss it, civilly, with your opponent and work together to reach a conclusion.
    5) Apply the OCG ruling
    If you cannot reach an agreement with your opponent, then, and only then, should you apply the card’s OCG ruling.

    tl;dr: Read the damn card.

    So, what does all this mean?

    So, you’ve asked a ruling question, be it a friend or online, and have been given an OCG ruling as the answer. What does this mean?

    When an OCG ruling is provided in answer to a ruling question, it means that there are no TCG rulings governing the issue (remember, PSCT is considered a TCG ruling), and no similar TCG rulings can be found to extrapolate from. This means that you should follow the process outlined earlier in this article.

    How does this apply to DN?

    DN Ruling Policy
    Think of Dueling Network’s Rated Pool as one gigantic YCS, with AntiTcb as its Head Judge. TCG rulings are followed, and, per the discretion of the Head Judge, when the TCG is silent on an issue, the OCG rulings will be followed in order to ensure consistency between judges, admins, and the two CGs, unless the Head Judge otherwise provides.

    Case Studies

    Swap Frog
    Swap Frog’s card text states: “Once per turn, you can return 1 monster you control to your hand to Normal Summon 1 “Frog” monster except “Swap Frog” or “Frog the Jam” in addition to your Normal Summon or Set this turn.” We all know that “once per turn:” effects reset when the monster is set or leaves the field; however, Swap Frog has an OCG ruling that states that its effect can only be activated once in any given turn, as activating it a second time would achieve nothing. What about the TCG though? Well, in the TCG, we have the following official ruling: “If you activate the effect of more than 1 “Swap Frog,” you can only Normal Summon 1 time in addition to your Normal Summon or Set.” This ruling makes it clear that the effect of “Swap Frog” can be activated more than once in a single turn, and will be followed at TCG events.

    A Wingbeat of Giant Dragon
    A Wingbeat of Giant Dragon has the following UDE ruling: “A “Wingbeat of Giant Dragon” targets 1 Level 5 or higher Dragon-type monster”, and an OCG ruling stating that: “The effect of “A Wingbeat of Giant Dragon” does not target”. Ordinarily, we would follow the UDE ruling, and this was followed until “A Wingbeat of Giant Dragon” was reprinted in PSCT, where it lacked the word target, overturning the UDE ruling.

    Treacherous Trap Hole
    Prior to its reprint in Problem Solving Card Text, Treacherous Trap Hole’s text read: “Destroy 2 monsters on the field.” This text made it unclear what would happen if one of the monsters were to be removed from the field, and there were no TCG rulings to explain whether the remaining monster would be destroyed or if Treacherous Trap Hole required both monsters to remain on the field, so the OCG ruling stating that if one monster was removed from the field, the other was still destroyed was applied. With its reprint in PSCT, this is now supported by an official TCG ruling.

    March of the Monarchs
    March of the Monarch’s TCG card text states that “tribute summoned monsters you control cannot be targeted by, or destroyed by, card effects.” An OCG ruling states “the “tribute summoned monsters you control cannot be targeted by, or destroyed by, card effects” of March of the Monarchs is also applied to monsters that have been tribute set….” In the OCG, a tribute summon and a tribute set are both an “advanced summon”, so, at first glance, it appears that this ruling is not applicable to the TCG. However, extrapolating from Rockstone Warrior’s TCG ruling: “you cannot use “Rockstone Tokens” for a tribute set because that is still a tribute summon”. This ruling makes it clear that an effect that refers to a “tribute summon” also refers to a “tribute set”, so March of the Monarchs will protect monsters which are tribute set and then flipped face-up.

    Spirit Elimination
    Spirit Elimination’s TCG text states that “this card remains active until the end of the turn that it is activated”, so it does not cease to apply during the end phase. Its OCG ruling “for effects that last during the “activation turn” - like “Exarion Universe”, “Spirit Elimination”, and “Reinforcements” - the effect ends during the end phase”, which reflects Spirit Elimination’s OCG card text, is not applicable to the TCG.

    Piercing Damage vs Being Unaffected by Card Effects
    The TCG currently has no rulings on how monsters, or spell and trap cards, that inflict piercing damage interact with a defence position monster that is unaffected by their effects. As there are no TCG rulings on this subject, judges turn to the OCG for guidance on how to rule the matter, which has a ruling for Vennominaga the Deity of Poisonous Snakes that states that effects that inflict piercing damage cannot be applied, as Vennominaga is unaffected by their effects. Although the Head Judge has the discretion to rule the situation as he/she pleases, typically, the OCG ruling will be followed for the sake of consistency.

    Special Circumstances: When the TCG text is unclear

    Sometimes, the TCG text of a card will be unclear, or its reprint in PSCT may be interpreted in different ways, or it may just be a mistake in the text (mistakes can happen, after all). In these circumstances, determining how the card should be ruled is extremely difficult, and a variety of factors will be considered by judges.

    Necro Gardna’s current PSCT text is a prime example of this: “During your opponent’s turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).” The term “next attack” can be interpreted to mean that it will not negate an already declared attack; however, it is unlikely that this is how the card is intended to work, based off of its previous texts and its OCG rulings. As a result, it will be ruled that it will negate the current attack if used in the battle step on Dueling Network.


    Ultimately, no one but R&D has the right to dictate how a card works across the TCG, so, until R&D issues a ruling stating otherwise, or we receive a ruling from the HJ of a Premier event, how we rule Necro Gardna won’t change. This is when OCG rulings can provide some insight, as can how previous texts of the card intended for it to work.

    Special thanks to Argor42 and Coolchemist2001 for contributing, and to Pharaoh Atem, who assisted greatly in this article’s creation, and to AntiTcb for proof reading.

    Advanced/Niche Rulings

    The purpose of this thread is to collect several complicated and/or obscure mechanics and rulings, as an easy to access encyclopedia of high level game mechanics for people that are interested in these things.

    The topics covered here are either broad game mechanics, list-like resources, or the workings of specific notable cards. The topics are occasionally relevant to game play. Specific, obscure interactions are not collected here (except the Ladd/DCK one, that's for posterity).

    Credit to the likes of Redshift and Antitcb for writing several of the linked resources, as well as Magi Magi Girl and Petit Moth for writing some of the sections.

    Multiple Effect Negation Interactions
    Mystical Refpanel
    Negation of Monsters with Counters on Them
    Redirect Effect Hierarchy
    Temporary Banishment vs Changing Control
    Multiple Light and Darkness Dragon/Doomcaliber Knight
    Sent vs Destroyed by Game Mechanics
    Forgetting, and the Highlander Clause
    BA monsters in hand vs Vanity/Gozen/Rivalry
    Location Matters
    Serious ATK/DEF Modifiers
    The Battle Phase: Skipping vs Cannot be Conducted
    Attack Mechanics

    The following link explains what you can and cannot do while under the effects of these two cards.

    Multiple Effect Negation Interactions

    There are restrictions on using multiple effects to negate the same card's effect, such as activating Effect Veiler when Skill Drain is face-up. Here is an article explaining the mechanic in detail:


    This thread explains fully how Necrovalley works.

    Mystical Refpanel

    Here is a thread listing effects which Mystical Refpanel can be Chained to:

    Negation of Monsters with Counters on Them

    Here is a post about, well, what happens to counters when the effect of the monster that they're on are negated.

    Redirect Effect Hierarchy

    There are several effects that 'redirect' cards from where they would originally be sent to. Here is an unofficial tier list of such effects.

    Amazoness Trainee = Grave Protector = Samsara
    > Dark Magician of Chaos (both effects) = Plaguespreader Zombie = Lesser Fiend
    > Archlord Kristya
    > Evigishki Merrowgeist = Storm Caller
    > Crystal Beast = Dragunity Javelin = Tiki Soul = Madolche Chateau = Bait Doll
    > Macro Cosmos = Banisher of the Light = Transmigration Break

    Cards in a higher tier (a higher line) take precedence. For example, if Dark Magician of Chaos attacks and destroys Crystal Beast Sapphire Pegasus, the latter will be banished instead of being allowed to go to the Spell/Trap Zone.

    This area could still use more research. If you know of any rulings, please post them for discussion.

    Temporary Banishment vs Changing Control

    Sometimes monsters are controlled by someone other than the original owner, and are temporarily removed from play by an effect like Wind-up Rabbit, Interdimensional Matter Transporter, or Farfa, Malebranche of the Burning Abyss.
    Opponent’s monster, under your permanent control: For example, if you take control of an opponent’s Wind-Up Rabbit with Creature Swap, then activate its effect, it returns to your side and remains there.
    Similarly, for your monster, under your opponent’s permanent control: For example, if you banish an opponent’s Silent Wobby, Lava Golem, a “Kaiju” Monster, or “Flying ’C’” that was summoned to your side, it returns to your side at the end of the turn and stays there.
    Opponent’s monster, under your temporary control; For example, if you take control of an opponent’s Wind-Up Rabbit with Enemy Controller, then activate its effect, Rabbit returns to your side and then immediately returns to opponent.
    The key to take away is that temporary banishment really is just that: removing the monster from the field for a short time.

    Multiple Light and Darkness Dragon/Doomcaliber Knight

    Ask anyone for a tough ruling question and it might well involve Light and Darkness Dragon or Doomcaliber Knight, often multiple of each. They're somewhat special because both are mandatory Fast Effects, which don't really come up all that often. Fortunately, they simply follow a Fast Effect version of SEGOC (or "FEGOC", if you will). Good facility with Chains is also very useful.

    Example: Suppose Player A and B both control a face-up LaDD and DCK. Player A activates Dark Hole. What happens?

    CL1 Dark Hole
    At this point, both players' LaDDs are triggered. They both want to respond to Dark Hole. The Turn Player's effect(s) go first according to FEGOC (which is essentially the only rule to FEGOC).
    CL2 Player A's LaDD in response to Dark Hole
    CL3 Player B's LaDD in response to Dark Hole
    At this point, both players' DCKs are triggered. They both want to respond to the last monster effect on the Chain. Again, by FEGOC, the TP's activates first.
    CL4 Player A's DCK in response to Player B's LaDD
    CL5 Player B's DCK in response to Player B's LaDD

    Now the Chain resolves.
    CL5 resolves without effect (as it is not Chained directly to the activation of the effect it is attempting to negate)
    CL4 negates the activation of the effect of Player B's LaDD and destroys it
    CL3 vanishes
    CL2 negates the activation of Dark Hole
    CL1 vanishes

    And after that, trivially (in comparison), Player B's LaDD would activate and Player A's LaDD would Chain to negate it.

    Sent vs Destroyed by Game Mechanics

    Sometimes, cards are found to have nowhere to go. For example, removing the monster an Equip Spell was about to be equipped to from the field leaves the Equip Card unable to stay on the field. In cases like these, Game Mechanics either destroy the card or send it to the Graveyard.

    The below are all of the cases where the card is sent to the Graveyard by Game Mechanics. In all other cases (that are not listed below), the cards are destroyed instead. Game mechanics sends cards to the Graveyard when:
    An Equip Spell cannot Equip to its target when it resolves. The Equip Spell cannot exist on the field, as it has nothing to equip to, and so is sent to the Graveyard by game mechanics.[/background]
    Negating the activation of a Spell or Trap Card without destroying it, such as by the effect of Light and Darkness Dragon.
    Xyz Materials when the Xyz Monster is removed from the field or moved to the S/T Zone.
    Replacing your own Field Spell Card with another, such as setting Necrovalley over Geartown (as of July 2014).
    The card chosen for Pot of Duality when Mistake is Chained (or similar scenarios) would be sent to the Graveyard.
    Forgetting, and the Highlander Clause

    Covered by https://ygorganizati...rnrulingspart13 .

    BA monsters in hand vs Vanity/Gozen/Rivalry

    Consider the situation:

    Chain Link 1: The effect of a Burning Abyss monster to Special Summon from the hand
    Chain Link 2: Gozen Match or Vanity's Emptiness

    The ruling is that the BA monster remains in the hand in both cases.

    Location Matters

    This is with regard to MST vs CoTH vs Deneb and such rulings. The matter is explained in full gory detail here: http://ygorganizatio...cation-matters/

    Serious ATK/DEF Modifiers

    Get your fix here.

    The Battle Phase: Skipping vs Cannot be Conducted


    If the Battle Phase cannot be conducted (due to Soul Charge or Cyber Network, or because it is the first turn of the Duel):
    the player must proceed directly to the End Phase after their Main Phase 1.
    Effects that are Battle Phase specific, such as gaining an extra attack (Mermail Abyssmegalo) or the ability to attack directly (Inzektor Hopper), cannot be activated.
    If the next Battle Phase is to be skipped (due to Frozen Soul or Artifact Ignition):
    the player must attempt to enter that Battle Phase, then immediately proceed to their End Phase (not Main Phase 2), in order for that Battle Phase to be considered skipped.
    If a player does not declare this attempt, but they show ANY kind of intent to skip the Battle Phase (e.g. aw man no BP this turn), that Battle Phase is considered skipped.
    If no attempt is made and there is no clear intent, or if a player wishes to deliberately proceed directly to the End Phase after their Main Phase 1, that Battle Phase is not considered skipped.
    If two or more effects to skip the next Battle Phase have resolved, they do not stack. Skipping one Battle Phase will fulfill all of those effects.
    Effects that are Battle Phase specific CAN be activated.
    However be mindful of the fact that some of these responses, namely the ones concerning policy, only apply to DN, and you should double check with the Head Judge of your event to see what their verdict is.

    Attack Mechanics

    When an effect negates an attack, the attack stops immediately upon that effect's resolution.

    When an effect that prevents a monster from attacking is applied to an attacking monster, the attack stops after the resolution of the entire Chain.
    Player A's Fire Hand attacks directly. Player B activates Swift Scarecrow, and Player A responds with Fiendish Chain targeting the attacking Fire Hand. Resolve: Fiendish Chain negates the effects of Fire Hand, Swift Scarecrow negates the attack and ends the Battle Phase.
    When an effect changes the attacking monster to Defense Position, the attack stops immediately upon that effect's resolution (with the exception of monsters that can attack while in Defense Position, assuming they remain face-up).
    Player A's Ice Hand attacks directly. Player B activates Swift Scarecrow, and Player A responds with Book of Moon targeting the attacking Ice Hand. Resolve: Book of Moon Sets Ice Hand, Swift Scarecrow resolves without effect since the attack has already stopped.
    Player A's Total Defense Shogun attacks, while in Attack Position. Player B activates Nekroz of Valkyrus, and Player A responds with No Entry!!. Resolve: No Entry!! changes Total Defense Shogun to Defense Position, Nekroz of Valkyrus negates the attack and ends the Battle Phase.
    And for completion's sake, here's one more case:

    If a monster attacks while in Defense Position (via its effect), and that effect is negated, the attack stops immediately upon that effect's negation.
    Player A's Total Defense Shogun attacks, while in Defense Position. Player B activates Nekroz of Valkyrus, and Player A responds with Skill Drain. Resolve: Skill Drain negates the effects of Total Defense Shogun, Nekroz of Valkyrus resolves without effect since the attack has already stopped

    Ruling exams
    How to Pass the Admin Exam

    If you're looking at this it means 2 things. 1: you know how to use the forums, and B: you want to pass the Admin Exam and become an Admin (or find out why a thread on cheating is still on the forums). Well, the purpose of this thread is NOT to help you cheat or exploit loopholes in the Exam (there's an IP ban in it for anyone involved in that sort of stuff) but to give you tips that will allow you to maximise your score.

    Study first.
    So, you've been playing for a year and currently have a 1400/2800 rating/experience score? Sorry, but just playing competitively is helpful but usually not enough to learn all the nuances of the game. Before you take the test, take some practice ones first, and go through ruling links to refresh your memory.
    bookmark this thread and study the stuff in it regularly: http://forum.dueling...51-skulblaka98/

    Make sure you have enough uninterrupted and stable internet time
    It should go without saying, but you can only take the test once, and so to get the most out of it, lock yourself in a room with your computer make sure you're not disturbed. Some people may be familiar with doing that already.

    You should also make sure you're alert when taking the test. You definitely don't want to be half asleep and forgetting card texts or misreading the question when you're doing an exam you can only really take once every 6 months.

    This one cannot be stressed enough. Nobody expects you to remember the card text of every single card mentioned, or to have learned by heart word for word every single relevant document. The Exam itself will have Wikia links to all the cards in the questions; if you're not sure what the text of the card is, USE THE LINKS, to refresh your memory. We want you to use the internet. (Note that asking other people questions via PM or a forum post while taking the test is cheating and will result in punishment). Note that if the wikia crashes during the test, you can use DN's deck constructor to check card text.

    You may also come across a situation you've not encountered before. But there are secret sites that not everyone knows about, which contains info on hundreds of situations, such as: .

    I'm of course kidding in calling it a great secret. However, the fact remains that simply googling something like "pot of duality vs negated special summons" or "geartown vs mst" can turn up something which gets straight to the heart of the question.

    Of course, this strategy will not get everyone a 20. It's limited by A: your internet speed; 3: the time limit and Four: obscurity. There is of course no time to google everything and sometimes google won't turn anything up for that question. It's in this case that you can google questions about more common cards that work in the same way. Care is needed here, too, to make sure that the related card does indeed work the same way; missing a subtle but key difference in the card mechanics can cost you the question.

    You should have Skulblaka's profile open or accessible during the exam, as well as any other links you might need to look stuff up on.

    Read everything very carefully
    It's easy to miss details in a question. Again, it could easily cost you the question to misread the card text of a card you've not seen before (or even one you've not seen for a while, since the text of many cards has changed due to the new Card Text). Critical reading is very important in Yugioh and as an admin.

    TL;DR: Study first, Make sure your connection is good and you're alert, Read everything carefully, and use the internet to look up anything you need.
    If you manage to follow all of that, I'll see you in the Skype Admin Chat. Good luck!

    Admin Specimen Exam June 2012
    Admin Specimen Exam July 2012
    Admin Specimen Exam November 2012
    Admin Specimen Exam December 2012
    The password for each of these above is: doofalicious

    Argor42's Yu-Gi-Oh Knowledge Exam
    Joco's exam

    The following exams are more recent.
    Admin Specimen Quiz January 2015
    Admin Specimen Quiz March 2015

    Down in Flames' Quiz 2015
    Caam's Quiz 2015

    Complex Exams:
    These exams will really test your understanding of the game, its mechanics, and its rulings. They are designed to test intricate knowledge of game mechanics and their applications. Do not be surprised if you do not achieve a high score on your first attempt.

    Redshift's ruling exam
    Redshift's ruling exam 2
    Redshift's ruling exam 3
    Disorient's ruling exam (password is "Game" with a capital "G")
    Cardguys' ruling exam
    Skulblaka98's ruling exam
    SaveTheDolphin's Crazy Horse Practice Exam

    Redeyes32111 also has some good quizzes and practice exams on his profile (though some might be outdated).
    From his profile
    Mini Quizes, to test the individual concepts.

    Chain Mechanics


    End Phase/Battle Phase (Under Edit)

    Administration Policy (To Be Released)

    Some Practice Administrative Exams, study hard and only take them when you think you can pass them.

    Password is "Twilight"

    March 2013

    March 2013 (2) (Under Edit)

    June 2013 (Under Edit)

    Exam #4 (To Be Released - I mean it this time)



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