Rulings

624 posts
Demystifying Rulings, Part 12: Miscellaneous Rulings
YGOrganization.com

Demystifying Rulings, Part 12: Miscellaneous Rulings

bilaterus
We end the series by looking at several miscellaneous areas of rulings: The Game State, Verifications, and, finally, the mystery topic… DISCLAIMER: Due to the April 11th, 2019 changes to verification policy in the TCG, this section is no longer up to date. Refer to this article for details.

Demystifying Rulings, Part 11: Move Legality
YGOrganization.com

Demystifying Rulings, Part 11: Move Legality

bilaterus
In this article, we use the language of ‘attempts’ to study various rulings regarding when actions and activations are legal.

Demystifying Rulings, Part 9: The Damage Step
YGOrganization.com

Demystifying Rulings, Part 9: The Damage Step

bilaterus
The Damage Step is an incredibly mysterious and complicated area of rulings. In this article, we develop some intuition for its structure. Updated: 1st October, 2015.

Demystifying Rulings, Part 7: Fast Effect Timing
YGOrganization.com

Demystifying Rulings, Part 7: Fast Effect Timing

bilaterus
Though it may not always seem like it, only one player has the right to act at any given time in the game. In this article, we study the passing back and forth of this ‘right to act’. Also, if you missed it due to the new F/L List, check out the last article on Summons: www.ygorganization.com/learnrulingspart6

Demystifying Rulings, Part 5: Conjunctions
YGOrganization.com

Demystifying Rulings, Part 5: Conjunctions

bilaterus
A conjunction, in PSCT, is a word/phrase that join two parts of an effect. They condense a lot of information on how an effect works into a single word or phrase, and this makes them a very powerful element of PSCT.