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Spell & Trap Zone

664 bytes added, 8 years ago
Feel free to rephrase. This is tricky to explain.
These are Zones where your [[Spell Card|Spell]] and [[Trap Card]]s are [[activate]]d or [[Set]]. As such, each player may only have 5 Spell or Trap Cards on the field ([[face-up]] or [[face-down]]) at any given time, with the exception of [[Field Spell Card]]s, which are placed in the [[Field Zone]] instead. If all 5 Spell & Trap Zones are occupied, new Spell/Trap Cards other than Field Spell Cards cannot be activated or Set, as there must be an available unused Spell & Trap Zone to place the card in.
If a [[Trap Monster]] is Summoned as a [[Monster Card]], then it takes up requires both a Spell & Trap Zone and a [[Monster Zone]], due to the fact that Trap Monsters are treated as both a Trap Card and a Monster Card.<ref>{{citeweb|url=https://yugiohblog.konami.com/articles/?p=4062|title=Trap Monsters: How Do They Work?|date=July 11, 2012|publisher=[[Konami]]|accessdate=December 17, 2015}}</ref> However, despite the Spell & Trap Zone being unusable, it is not considered occupied (for the purpose of "[[Straight Flush]]", etc.).<ref>{{cite web |url=http://entertainment.upperdeck.com/yugioh/en/gameplay/faqs/cardfaqs/default.aspx?first=S&last=T |title=Individual Card Rulings [S-T&#93; |publisher=UDE |at=Straight Flush |accessdate=17 December 2015 |archiveurl=http://web.archive.org/20090226221425/http://entertainment.upperdeck.com/yugioh/en/gameplay/faqs/cardfaqs/default.aspx?first=S&last=T |archivedate=17 February 2009}}</ref>
[[File:Newfield.png|center]]

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