Step ステップ (Suteppu) | |
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A Step is one of the 6 phases of a player's turn during a game of Duel Masters.
Details
In Duel Masters, the actions that a player can take during a turn are strictly defined. This order is called a step, with each turn divided into 7 steps. This is shown in detail on the How to Play page.
A turn consists of the following steps.
- 1) Begin your Turn: Resolve any summoning sickness from creatures in the battle zone.
- 2) Untap Step: Your creatures in the battle zone and cards in your mana zone are untapped. This is forced.
- 3) Start of Turn Step: Any abilities that trigger at "the start of your turn" are resolved now.
- 4) Draw Step: You draw a card. This is forced. If you have no deck, you lose when you draw the last card.
- 5) Charge Step: You may put a card into your mana zone. This is optional.
- 6) Main Step: You may use cards, such as summoning creatures, casting spells, generating and crossing cross gear or fortifying castles. You can do these actions as many times as you want, in any order, as long as you can pay their costs.
- 7) Attack Step: You can attack with creatures or use Tap Abilities. You may do this in any order as long as you have eligible creatures to attack.
- 8) End Step: The turn finishes after you have no more creatures to attack with.
- 9) End of Turn triggers: Any abilities that trigger at "the end of your turn" are resolved now.
- 10) The turn is complete and the active player switches.
Steps
Step 1 (Start of Turn step)
Your turn begins, and any creatures that previously were affected by summoning sickness now lose it.
Step 2 (Untap step)
The active player untaps all cards in the battle zone and their mana zone, unless certain effects prevent cards from being untapped. This is the only part of the turn where abilities such as Silent Skill can be used.
Step 3 (Start of Turn triggers)
Any abilities that trigger at "the start of your turn" are resolved now.
Step 4 (Draw step)
The player draws a card from their deck. This is forced. During your first turn, if you are going first, you don't draw a card.
Step 5 (Charge step)
The player can put a card from their hand into their mana zone, to use for summoning creatures or casting spells. However, it isn't compulsory and you can choose not to put anything into the mana zone and proceed directly to the next step.
Step 6 (Main step)
If the player possesses enough untapped mana, they can tap them to pay for the cost of their creature, spell, cross gear, castles or fields.
Creatures go directly into the battle zone, while spells get put into your graveyard after they are cast and resolve, unless other effects state otherwise.
Cross Gear stay in the battle zone and must have their cost paid a second time to be crossed onto a creature of the player's choice.
A castle is placed onto a shield until the shield is removed from the battle zone.
A field stays in the battle zone until removed.
Step 7 (Attack step)
If the player has a creature in the battle zone, he can tap it to attack either a tapped creature, or a player. If he attacks a player and they have a shield, the attacking player must choose a shield for the creature to break. Creatures other than evolution creatures and linked Gods that have been put into the battle zone this turn have summoning sickness can't attack in the same turn, unless effects state otherwise.
This is also the only part of the turn where tap abilities (which are used instead of attacking) can be used.
Step 8 (End of Turn Step)
The player ends the turn, and resolve any pending triggers.
Step 9 (End of Turn triggers
Any abilities that trigger at "the end of your turn" are resolved now.
Step 10 (Turn Ends)
The turn completely ends, and your opponent proceeds to their untap step.
Rulings
From the Duel Masters - General Game Rules: Version 1.38 (September 14, 2023)
- 105. State
- 105.1. Each Duel Masters card has two possible states; Untapped (Potrait position) and tapped (Landscape position).
- 105.2. Untapped indicates that the card is available for use, normally all tapped cards untap at the start of the controlling player's turn.
- 105.3. The tapped position indicate the card was used, if summoning a creature, tap cards in mana to pay its cost, if attacking or blocking, tap it to show it's attack/block has been used.
- 105.4. The position of the card can't be changed arbitrarily.
- 105.4a You can only tap creatures and tamaseeds in the battle zone as well as cards in a mana zone. You can't change the position of cards in other zones.
- 105.5. Fields can be put into an upside down position. Cards in this state don't return to their normal position by an effect that would untap them.
- 105.6. You may untap a card or tap it without actually using it through card effects, although a tapped card may not be "tapped further" and similarly an untapped card may not be "untapped further".
From the Duel Masters - General Game Rules: Version 1.38 (September 14, 2023)
- 105. 位相
- 105.1. デュエル・マスターズのカードには位相があります。カードが縦向きの状態をアンタップ状態、横向きの状態をタップ状態と呼びます。
- 105.2. アンタップは状態は使用可能であることを示します。通常、タップ状態のカードはターンのはじめにすべてアンタップします。
- 105.3. タップ状態は使用したことを示すものです。クリーチャーが攻撃したり、マナゾーンからコストを支払ったりするときにカードをタップさせます。
- 105.4. カードの位相を勝手に変化させることはできません。
- 105.4a バトルゾーンにあるクリーチャーとタマシードと、マナゾーンのカードのみをタップすることができます。他のゾーンのカードの位相を変更することはできません。
- 105.5. フィールドにおいては上下逆さまという位相が存在します。この状態のカードはアンタップの効果によって正位置に戻ることはありません。
- 105.6. タップしているカードをさらにタップ状態にする、またはアンタップしているカードをさらにアンタップ状態にすることはできません。(タップしているクリーチャーを「タップする」能力や効果で選ぶ事は可能ですが、その状態にしたことにはなりません)
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Effects
Oneshot Effect ● Continuous Effect ● Replacement Effect
Destruction Replacement effect ● Sprout
Abilities
Static Ability ● Trigger Ability ● Activated Ability ● Spell Ability
List of Static Abilities
Triggers
When you put / Come Into Play
Attack Trigger ● Put Into Graveyard ● Leave Trigger
List of Trigger Conditions
Hall of Fame
(Gallery / History / Timeline / Reasons)
Cheating ● Errata ● Metagame (summary) ● Stalling ● Restricted Card
March 25, 2017 Rules revision ● March 16, 2021 Rules revision
Tournament Formats
Advance ● Original
Block Constructed ● 2 Block Constructed
After Generate League
Special Restriction
Hall of Fame Zero Duel ● 10 Races Deck Battle
Mega Deck Duel 7 ● Zero Civilization King Finals
Monocolored Tournament
Sealed
Limit 10 ● Tokkyu 8 ● Booster Draft
Prebuilt Decks
Super Deck Zero Duel ● Start Deck Champion Finals
Events
Duel Road ● Due Festival ● Duema Festival
Certified Grand Prix ● Certified Judge Test ● Official Tournament
Championship ● Challenge Cup ● Super CS
Adds Civilization ● Adds Race ● Alternate Win ● Alternative Cost
Attack Bend ● Basic Card ● Cantrip ● Card Discard ● Chump Block
Cost Reduction ● Clutch ● Deck Manipulation ● Degenerate ● Diamond State
Draw Engine ● Draw Lock ● Draw Source ● Draw Spell
Extra Turn ● Finisher ● Graveyard Fertilizer ● Graveyard Summon
Hand Addition ● Hand Change ● Increase Power
Infinite ● Infinite Attacker ● Infinite Blocker
Mana Acceleration ● Mana Burn ● Mana Curve ● Mana Summon
Opponent Reliance ● Peeping ● Prevents Attack ● Prevents Defeat
Reset ● Resistance ● Reverse Fury Charge ● Reverse Slayer ● Shield Addition
Shield Burn ● Shield Change ● Shield Peek
Suicide ● Skip the rest of the turn ● Trample
Unattackable ● Unblockable ● Unchoosable
Vigilance ● Win All Battles ● 3D Dragsolution
Cards that can be put into the Battle Zone at the start of the game
Recovery (Salvage)
Graveyard Recovery ● Mana Recovery ● Shield Recovery
For No Cost
Madness ● Reanimate ● Recruit ● Shield Trigger creature
Removal
Blocker Based Removal ● Bounce ● Can Attack Untapped Creatures
Card Based Removal ● Decrease Power ● Fixed Removal ● Force Battle ● Mass Removal
Power Based Removal ● Reset ● Sealing ● Self Removal ● Tap In ● Tap and Destroy
Deck Feed ● Graveyard Feed ● Mana Feed ● Shield Feed
Advantage (Merit)
Disadvantage ● Board Advantage ● Field Advantage
Hand Advantage ● Information Advantage ● Mana Advantage
Tempo Advantage ● Time Advantage ● Suppression
Demerits
Can't Attack ● Can't Block
Attack if Able ● Block if Able
Alternate Loss Condition
Characteristic support
Cost 1 ● Cost 3 ● Cost 7 or less ● Cost 9 ● Cost 10
Power 6000 or more ● Power 12000 or more
Blocker ● Last 3 Digits
Activation Cost ● Additional Cost ● Attacking Creature
Can't be destroyed ● Choose a race ● Color Accident ● Concept ● Consists of ● Counter ● Cycle
Dead Card ● Deck Building ● Deck Compression ● Designer's Combo ● Evolution Icon
Evolution Source ● Face Up ● Forced ● Gacha Figure ● Game
Game Table ● Hyperspatial Cost ● Key Card ● Limited Card ● Mode ● More than 4 of this card in your deck
Name Rule ● Optional ● Overkill ● Play ● Power Creep ● Quasi-Vanilla ● Real Cost ● Repair
Rock-Paper-Scissors ● Stop ● System Creature ● The Over Eggplant-cross
Touch ● Trivia card ● Twinpactification ● Vanilla