Difference between revisions of "Main Phase 1"
m |
Sanokal K-T (talk | contribs) (Undo revision 3835176 by RedEyesBurn69 (talk) Nah, you can just enter the Battle Phase, then go to Main Phase 2.) |
||
(5 intermediate revisions by 5 users not shown) | |||
Line 8: | Line 8: | ||
| japanese = | | japanese = | ||
| furigana = | | furigana = | ||
− | | romaji = | + | | romaji = Mein Feizu 1 |
| japanese translated = | | japanese translated = | ||
| english = Main Phase 1 | | english = Main Phase 1 | ||
Line 23: | Line 23: | ||
{{Turn Structure}} | {{Turn Structure}} | ||
− | '''Main Phase 1''' (Japanese: メインフェイズ1 '' | + | '''Main Phase 1''' (Japanese: メインフェイズ1 ''Mein Feizu Ichi'') is a [[Main Phase]] conducted after the [[Standby Phase]]. As a Main Phase, most actions that could normally be performed in [[Main Phase 2]] can also be performed in this phase. |
After Main Phase 1 has ended, the turn player may choose to enter the [[Battle Phase]]. If they choose not to, the player automatically proceeds to the [[End Phase]] (they cannot enter [[Main Phase 2]] unless they conduct their Battle Phase). | After Main Phase 1 has ended, the turn player may choose to enter the [[Battle Phase]]. If they choose not to, the player automatically proceeds to the [[End Phase]] (they cannot enter [[Main Phase 2]] unless they conduct their Battle Phase). | ||
Line 33: | Line 33: | ||
* [[Normal Summon]]/[[Normal Set|Set]] a monster (the player can only perform one Normal Summon/Set per turn, so the player cannot Normal Summon/Set in both Main Phases). | * [[Normal Summon]]/[[Normal Set|Set]] a monster (the player can only perform one Normal Summon/Set per turn, so the player cannot Normal Summon/Set in both Main Phases). | ||
* [[Special Summon]] a monster(s). | * [[Special Summon]] a monster(s). | ||
− | * Manually change the [[battle position]] of a monster, provided that monster | + | * Manually change the [[battle position]] of a monster, provided that monster was not [[Summon]]ed or [[Set]] during that same turn, and it had not already manually changed its battle position that turn. |
* [[Flip Summon]] a [[Monster Card|monster]], provided it was not [[Summon]]ed or [[Set]] during that same turn. | * [[Flip Summon]] a [[Monster Card|monster]], provided it was not [[Summon]]ed or [[Set]] during that same turn. | ||
* Activate [[Ignition Effect]]s, such as those of "[[Barrel Dragon]]" or "[[Cannon Soldier]]". | * Activate [[Ignition Effect]]s, such as those of "[[Barrel Dragon]]" or "[[Cannon Soldier]]". |
Latest revision as of 23:57, 30 July 2017
Main Phase 1
| |||
---|---|---|---|
Japanese |
メインフェイズ1 | ||
Japanese (romanized) |
Mein Feizu 1 | ||
English |
Main Phase 1 | ||
|
Main Phase 1 (Japanese: メインフェイズ1 Mein Feizu Ichi) is a Main Phase conducted after the Standby Phase. As a Main Phase, most actions that could normally be performed in Main Phase 2 can also be performed in this phase.
After Main Phase 1 has ended, the turn player may choose to enter the Battle Phase. If they choose not to, the player automatically proceeds to the End Phase (they cannot enter Main Phase 2 unless they conduct their Battle Phase).
Some cards and effects can only be activated during Main Phase 1, such as "Cold Wave" and the effect of "Dark Strike Fighter". Many of these effects possess this restriction due to applying an effect during the Battle Phase, such as "After the Struggle" and the effect of "Baby Tiragon".
Possible actions[edit]
In Main Phase 1, the turn player may:
- Normal Summon/Set a monster (the player can only perform one Normal Summon/Set per turn, so the player cannot Normal Summon/Set in both Main Phases).
- Special Summon a monster(s).
- Manually change the battle position of a monster, provided that monster was not Summoned or Set during that same turn, and it had not already manually changed its battle position that turn.
- Flip Summon a monster, provided it was not Summoned or Set during that same turn.
- Activate Ignition Effects, such as those of "Barrel Dragon" or "Cannon Soldier".
- Set Spell/Trap Cards.
- Activate Spell/Trap Cards of any Spell Speed. Quick-Play Spell Cards and Trap Cards cannot be activated in the turn they are Set.