Battle Step

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Battle Step

Japanese

バトルステップ

Japanese (romanized)

Batorusuteppu

English

Battle Step

Draw PhaseStandby PhaseMain Phase 1Battle PhaseMain Phase 2End PhaseStart StepBattle StepDamage StepEnd StepTurn Structure Chart
Order of a turn.

The Battle Step (Japanese: バトルステップ Batorusuteppu) is one of the four steps of the Battle Phase; specifically, it is the step in which attacks are declared. It is automatically entered after the Start Step or Damage Step ends, regardless of the turn player's intention to declare an attack.

Breakdown of the Battle Step[edit]

  • Upon an attack being declared, players can activate cards or effects in response to the attack, as per the rules of fast effect timing. As such, there can only be one Chain made in response to the attack.
    • All cards and effects in this one Chain are in response to the attack, so cards such as "Mirror Force" and "Dimensional Prison" can be activated as separate Chain Links in this Chain.[2]
    • After this Chain resolves, or if neither player activated a card or effect in response to the attack, there are still opportunities to activate cards and effects during this Battle Step (as per the rules of fast effect timing). However, it is no longer possible to activate cards or effects in response to the attack, so cards such as "Mirror Force" and "Dimensional Prison" can no longer be activated in response to this attack.[3][4][5]
  • During the Battle Step, if the number of monsters on the opponent's field (from the perspective of the turn player) changes at any point while an attack is occurring, a replay must take place.
  • Once an attack has been declared, the Battle Step does not end until an open game state is reached and both players have agreed to move on from the Battle Step (as per the rules of fast effect timing).
    • Once both players have agreed to move on, if an attack is still occurring, the Damage Step is entered. If there is no attack occurring, the End Step is entered instead.

References[edit]

  1. a b Konami. Yu-Gi-Oh! Trading Card Game - Official Rulebook Version 10 (PDF). p. 38.
  2. Michael Kohanim (2 April 2012). "How to Get Around Wind-Up Rabbit". Konami. Retrieved 27 January 2016. For example, if your opponent attacks with Wind-Up Rabbit and you use Dimensional Prison to try to banish it, your opponent will most likely Chain Wind-Up Rabbit's effect in order to escape your Prison. But then you can Chain Mirror Force or a second Dimensional Prison to the Rabbit's effect.
  3. Konami Judge Program Forum: Chains / Cadenas
  4. Konami Judge Program Forum: battle phase timming
  5. Konami Judge Program Forum: Attack response