game phases changes...

Dr Sin

New Member
I was wondering about the enter/ end phases and the TP decisions about which phase he wants to start mechanics and checking this thread http://www.cogonline.net/threads.14988&page=6&pp=15&highlight=battle+position+change, and I realize I am still confused.

So, what is the more accurate way in your opinion:

1) After both players agreeing ending MP1, there is a "DECISION WINDOW" (note: I am NOT saying a response window, please, don't make confusion) and only then TP decides for which phase he will proceed. He decides outside of any phase.

2) TP must declare: " I want to end MP1 and enter BP/ End Turn". His decision has to be announced still in his MP1, and yet allowing NTP to respond with appropriate cards considering the decision already made. By the way, if this is the correct scenario and because of the decision NTP starts a chain, after this chain completely resolves, can TP change his mind and decide to go to another phase at this point?

Why am I asking this? Well, to understand game mechanics properly and because there are some cards that can affect the game depending on which is the right way. For example: Mirage Dragon, Threatening Roar, Hellpoemer etc.
 
Personally, I have yet to see any documentation to say otherwise that you are supposed to BOTH agree to ending of phases or entering. I just find that very, silly. "I want to my Draw Phase, do you agree opponent? Oh yes I do sir, I totally agree to it." To me, you announce you are entering a phase. You are announcing you are ending the phase (in either case the entering or ending is when your opponent can respond with something if they have it, etc).

Because the way some of the COGers have it, it seems like if 1 of you does not agree, then the game will just stall. I mean I could be in a tourney and my opponent declares he wants to end his Main Phase and I say "You know what, no. I do not want you to end your Main Phase." It seems contradictory to what we do know and how it is presented even in the video games.
 
Threatening Roar can be activated when your opponent declares he is entering his Battle Phase. He cannot just say "I am going to my Battle Phase and Injection Fairy Lily attacks!!"

There is plenty of time for Threatening Roar to be activated.

Now, if its a matter of trying to drag out the decision to activate a card that could possibly be prevented from activating, you know when Mirage Dragon will prevent the activation of a Trap Card. If you see it already face-up, the best time to activate is BEFORE Main Phase 1 begins.

The biggest problem is players try to keep cards till the last possible moment of activation just in case they "dont" have to activate it. Nothing worse than playing Waboku, only to find out your opponent had nothing to attack with anyway.

I am also of the mind state that when the Turn Player states he wishes to end a Phase, it creates decision point for both players to activate a Quick-Play or Trap. If TP does not, then Opponent can. If opponent cant or doesnt want to, then the Phase ends. The only tit for tat that should occur at this point is if the opponent activates an effect that the TP can respond to. If the TP says he wants to end a Phase, chances are he has activated and resolved Phase Effects and Summons, and has nothing more he wants to do "at that time".
 
The only reason there is even any confusion is because most and I mean the majority do not bother with stating the phases since it makes them look like a "noob" when in reality all it really does is eliminate the confusion of when cards are supposed to activate, when going too fast messes up stuff, and so on. I cannot tell you how many times where someone would draw their card and then their monster to attack after drawing the card.
 
A simple "end main phase 1" <pause> should suffice. If they don't respond and you enter your battle phase, you could argue, "I gave you the chance". Where we battle, I've just strongly encourage my guys to say "do you have anything?" after every change/move. What I can't stand is when I get these antsy pants always moving 90 KPH players, Draw-plop-"attack". I say woah...slow down. during your standby phase, two phases and 0.02 seconds ago, I activate......
(on the plus side, my more contemplative style tends to throw them. Not intentional, just a side effect)
 
People tend to overcomplicate the statement of "Both players must agree the phase ends"

TP (in MP1) I'll exit MP1 and enter Battle Phase
Non-TP- Before the end of your MP1 I wish to begin a chain.....or...."Go ahead"

When TP states their intention to changes phases / steps non turn player has two options, either begin a chain or agree to the phase change....as simple as that.
 
Both players don't need to agree to entering a phase, only to end one. If both agree to end a game phase, both are agreeing to proceed to the next game phase.

A good example of this would be a scenario similar to this that has been commonly created when Mystical Space Typhoon wasn't Limited.

Player A Sets 1 Spell/Trap Card and 1 Monster Card. Player A proceeds to his End Phase and declares he ends his turn. Player B decides to respond with his Set Mystical Space Typhoon and destroys Player A's face down Spell/Trap Card.

Both players agree to end the End Phase of Player A's turn. Player A's turn has officially ended and now it's Player B's Draw Phase.

There isn't any need to agree to enter a game phase if you agree to end one. Turn Player decides where to go after a game phase ends. That's what makes them the Turn Player after all.

EDIT: John pretty much beat me to it, but explained it a lot easier. =P
 
It stands to reason, if both players aren't going to do anything else this phase, that agreeing to end it and enter a new one is not that difficult. Multiple chains can be created in a phase. There are only so many cards that you can create chains with and only so many to do it with in an actual match. The phrase "two players passing in succession" is an old TCG/CCG game term and is the defined set up for all of them. They create no confusion and no one passes on and on indefinitely because at some point, there is nothing left to do.

No game that I know of allows a individual player to decide when a turn or game phase is over. That would be decidedly one-sided.
 
IMPO, it's mostly a matter of formality, calling the whole phases and all... like if you are playing a video game, after each event the computer asks you if you wish to activate a trap/spell card or something like that, or even "Are you sure you want to end your Phase/Turn?"
 
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