Difference between revisions of "Game mechanics"

From Yugipedia
Jump to: navigation, search
(Restoring pre-data loss redirect)
(Tag: New redirect)
 
(18 intermediate revisions by 13 users not shown)
Line 1: Line 1:
'''Game mechanics''' refer to any action that automatically happens due to the interior workings of the Yu-Gi-Oh! game.
+
#REDIRECT [[Destroy#Destroyed by game mechanics]]
 
 
==Names==
 
Every card has a specific name, but even something as simple as a name has rules attached to it. The basic ruling is that each deck may only contain up to 3 cards of the same name, but there are some cards with effects that change their name, like the [[Harpies]]. "[[Cyber Harpie Lady]]," "[[Harpie Lady 1]]," "[[Harpie Lady 2]]," and "[[Harpie Lady 3]]" all have the effect of "''This card's name is always treated as "[[Harpie Lady]]".''" This means you cannot have 3 copies of each and 3 copies of "[[Harpie Lady]]" itself in your deck. Cards that change their name only at certain times such as "[[The Lady in Wight]]" or "[[Harpie Queen]]" are different and are not held by the same restriction.
 
 
 
A misconception among new players is what happens when considering that a name is in-play. If the name of a card is considered to be on the field, the effects of that card are not applied. While "[[Gravekeeper's Priestess]]" is on the field, "[[Necrovalley]]" is considered to be in-play, but while this allows you to use "[[Royal Tribute]]", that doesn't mean that "[[Necrovalley]]'s" power to prevent cards in the [[Graveyard]] from being [[Removed from Play]] is active. Your opponent can still [[Special Summon]] "[[Chaos Sorcerer]]" from the [[Hand]].
 
 
 
Most cards have their names changed from the OCG to the TCG for one reason or another, though normally harmless, it sometimes causes confusion or problems between archetypes, as the case of "[[Wattkid]]". Also some players prefer the original names of the OCG and are dissappointed by the name changes in the TCG.
 
 
 
==Token Monsters==
 
Many cards have the effect of creating [[Token Monster|Tokens]] for the field. Every [[Token Monster]]'s original [[ATK]], [[DEF]], [[Level]], [[Attribute]], and [[Type]] are as they are listed on the card that summoned them. Then can also have effects, but while they are considered written on the [[Token Monster]] itself, they are always considered [[Normal Monster]]s.
 
 
 
[[Token Monster]]s have a few rulings that go with them. First of all, they cannot be face-down on the field, so "[[Book of Moon]]" cannot [[Target]] them. If an effect that would flip multiple monsters on the field to face-down [[Defense Position]] effect them, they are simply switched to face-up [[Defense Position]]. Secondly, they cannot exist outside the field. If a card effect would remove them from the field (by sending them to the [[Hand]], [[Deck]], [[Graveyard]], etc.) they simply disappear. If they are [[Destroyed by Battle]] they never hit the [[Graveyard]], so "[[Blackwing - Shura the Blue Flame]]" wouldn't be able to activate its effect. Finally, [[Token Monster]]s are always owned by the owner of the card that summoned them. Thus, if "[[Owner's Seal]]" is activated, "[[Ojama Token]]s" move to the side of the field of the player who activated "[[Ojama Trio]]". Additionally, Token Monsters cannot be used for [[Xyz Summon]]s.
 
 
 
As long as the card that summoned them allows it, [[Token Monster]]s can be used as [[Tribute]]s for [[Tribute Summon]]s or [[Ritual Summon]]s, or as [[Synchro Material Monster]]s or [[Fusion Material Monster]]s. However, if a card requires the [[Tribute]]d monster to go to a certain zone outside the field, like the [[Graveyard]] or [[Removed from Play]], [[Token Monster]]s cannot be used.
 
 
 
==Using Cards and the Graveyard==
 
Whenever a card is [[Destroy]]ed or [[Discard]]ed, when a [[Normal Spell Card|Normal]] or [[Quick-Play Spell Card|Quick-Play Spell]] is used, or when a [[Normal Trap Card|Normal]] or [[Counter Trap Card|Counter Trap]] is used, it is always sent to the [[Graveyard]] unless a card effect states otherwise, such as "[[Banisher of the Radiance]]" or "[[Macro Cosmos]]."
 
 
 
==Field Spell Cards==
 
Only one [[Field Spell Card]] can be on the field at a time. If a player has one on the field and the other player [[Activate]]s a second one, when the second one's Activation resolves, the first one is automatically destroyed. Because this is a Game Mechanic and not a card effect, cards like "[[Magical Citadel of Endymion]]" are not protected from this destruction. However, if the second [[Field Spell Card]] is destroyed before its "Activation" "Resolves," such as with "[[Mystical Space Typhoon]]", the original one is not destroyed.
 
 
 
The player who controls the [[Field Spell Card]] is also allowed to play a different one. In this situation, however, the first one is destroyed and sent to the [[Graveyard]] before the second one is activated. This creates a minor gap of time in which there is no [[Field Spell Card]] on the field, a large enough gap to destroy cards who cannot survive without the presence of one, such as the [[Earthbound Immortals]] and [[Malefic]].
 
 
 
==Equip Cards==
 
Equip cards continuously target the equipped monster to make sure it is still there. If that monster is no longer face-up on the field, the Equip card is automatically destroyed. This can be due to either being destroyed or removed from the field by battle of card effect, or simply being flipped face-down with "[[Book of Moon]]".
 
 
 
Additionally, Equip cards also continuously target to make sure the equipped monster fits its requirements, and if it suddenly no longer meets its requirements, the Equip card is destroyed.
 
*Example: If "[[Machina Peacekeeper]]" is equipped to a "[[Machina Fortress]]" and "[[Zombie World]]" is [[Activate]]d, "[[Machina Peacekeeper]]" is automatically destroyed because "[[Machina Fortress]]" has been changed into a [[Zombie]]-Type and no longer meets the [[Machine]]-Type requirement.
 
 
 
==Fusion Substitutes==
 
There are multiple cards with the following effect: "''You can substitute this card for any 1 [[Fusion Material Monster]]. When you do this, the other [[Fusion Material Monster]](s) must be the correct one(s).''" While these are great cards for [[Fusion Summon]]ing, there are other limits to their effects that aren't listed.
 
 
 
They cannot be used for the [[Special Summon]] of an "[[Elemental HERO Neos]]", "[[Gladiator Beast]]", or "[[VWXYZ]]" [[Fusion Monster]], because the listed monsters are not used as [[Fusion Material Monster]]s. They can only be used as substitutes for specifically named [[Fusion Material Monster]]s, thus they cannot be used a "1 [[Ojama]] Monster" for "[[Ojama Knight]]" And while they have effects while in the [[Hand]], they have no effects while in the [[Deck]], so they cannot be used when fusing from the [[Deck]] with cards like "[[Future Fusion]]".
 
 
 
==Infinite Loops==
 
Within the [[Yu-Gi-Oh! Trading Card Game]] there are cards that, when combined together, create loops that can (and just might) never end. As such, a rule has been put in place for both types of [[Infinite Loop]]. First is the '''No Net Change''' loop. This type of loop is one where the card effects continue to loop around in a circle without any real changes or control of whether they happen or not. Players may not [[activate]] or summon a card if they know it would create a '''No Net Change''' loop. If this has been done by accident, play rewinds to the point of the offending [[activation]] or summon and continues from there.
 
 
 
Additionally, there are '''Net Change''' loops are those that also loop endlessly without any control, but a change is being applied with each loop, such as a loss of [[Life Points]] or the number of cards in a player's deck being reduced. Loops such as these are legal and are allowed to loop endlessly until the change stops happening, in which the card causing the loop will be automatically destroyed at the end of a loop. A loop where the only '''Net Change''' is the increase of a player's [[Life Points]] is considered a '''No Net Change''', because a game cannot be ended due to a player having too many [[Life Points]].
 
 
 
All other loops, such as the [[Quillbolt Loop]], are controlled by a player and can be stopped at anytime when the player sees fit. Such loops are completely legal, but if it becomes a controlled '''No Net Change''' loop, the player cannot perform it; this would be a form of stalling and is not legal. An example would be a player using a [[Burn]] [[Quillbolt Loop]] when the opponent has [[Activate]]d "[[Hallowed Life Barrier]]" for the turn.
 
 
 
{{Gameplay}}
 
 
 
[[Category:Gameplay]]
 

Latest revision as of 02:35, 6 September 2023