I.Chain Rule The Chain Rule is a system devised to resolve the effects of multiple Magic/Traps/Effects being played in a simple manner. When you play a Magic/Trap, it can be chained with another card if the Spell Speed requirements are legal. Each type of Magic/Trap is assigned a Spell Speed, as follows: When a Magic/Trap is played, it may be chained by another card (following the above rules). This 2nd card can in turn be chained with a 3rd card, and so long as the Speed Speeds is adhered to, it can go on & on. Once the Chain has ended, the effects of the cards are resolved backwards. An easy way to remember this is “first in, last out”. Here is an example of a simple Chain. Player 1 (P1) is dueling with Player 2 (P2). P1 plays “Thunder Bolt” in an attempt to destroy P2’s Monsters. P2 expresses that he wishes to chain, and activates “Lightning Rod”. P1 activates “God’s Declaration” to chain P2’s card. Both Players agree that they have nothing more to add to the Chain. Hence, the Chain resolves backwards. The resulting chain would look like this… Chain 1: [P1: Thunder Bolt] Sp 1 Chain 2: [P2: Lightning Rod] Sp 2 Chain 3: [P1: God’s Declaration] Sp 3 The Chain resolves backwards, so God’s Declaration will counter Lightning Rod. Thunder Bolt will resolve successfully. Here are some rules to take note of when checking chains: 1. A Chain begins with the start of an action (attacking, summoning, etc) or a M/T being played. 2. If a M/T being played into the Chain is required to target another M/T, it can only affect the card before it in the Chain. Example: Magic Jammer is being used to counter Harpy’s Feather, as seen in the following Chain. Chain 1 [P1: Harpy’s Feather] Sp 1 [P2: Magic Jammer] Sp 3 (End) However, the following Chain is illegal, as Magic Jammer can only affect the card in front of it. In this case, Harpy’s Feather is 1 block away from it, so it is not possible. Chain 1: [P1: Harpy’s Feather] Sp 1 Chain 2: [P2: Destruction Ring] Sp 2 Chain 3: [P2: Magic Jammer] Sp 3 (Illegal!) *This Chain is wrong!* 3. You or your opponent may chain as many M/T (even chaining your own) as you like, so long as you adhere to the rules of Spell Speeds. Example: P1 sees that P2 has three cards set down on his M/T slots. P1 plays Big Storm, but P2 activates all 3 of his cards. Chain 1 [P1: Big Storm] Sp 1 Chain 2 [P2: Destruction Ring] Sp 2 Chain 3 [P2: Missionary of Harmony] Sp 2 Chain 4 [P2: Desert Cyclone] Sp 2 (End) 4. All card effects on the chain are ignored until the Chain has ended. Example: The following Chain is possible. Chain 1 [P1: Thunder Bolt] Sp 1 Chain 2 [P2: Imperial Rebellion] Sp 2 Chain 3 [P1: Cyclone] Sp 2 (End) Even though “Imperial Rebellion” is supposed to negate all Magic, its effect is ignored first since we are resolving the chain backwards. 5. When both players agree that there is no more cards to play, the Chain is said to be ended. Once a Chain ends no more cards may be played after it. The Chain resolves backwards, all the way to the first action that was played. This action cannot be chained or re-started again. Example: Action: P1’s Monster Attack Chain 1: [P2: Mirror Force] Sp 2 Chain 2: [P1: Thief’s Pocket Knife] Sp 3 (End) For such an example, the Chain has ended. Player 2 (P2) cannot ‘wait’ for the Chain to resolve (ie. Pocket Knife counters Mirror Force) until back to the first Action: P1’s Monster Attack, then ‘start a new chain’ by activating another Trap. |
The Rules Section Is Still Under Construction |
![]() |