Invalid Play?

luffy

New Member
This is one I have seen in my area's shop tournament that they have set up. Player A is the player with initiative and player B is the opponent. Player A declares attack. Player B passed on the priority leaving the attack completely legal and cannot be made illegal at that time. (Seems to be so) These are the exact chronological steps that how that game was played.

A: Attack Mark II with Barbara Gordon.
B: Play Cover Fire
A: Exhaust Roy Harper-Arsenal and KO a resource to play Harper's 2nd ability targeting Mark II.
B: Passed
A: Exhaust another character to pump Harper's attack.
B: Using Bastion's ability, B pumps Harper's attack.
A: Passed
B: Using Bastion's ability, B pumps Harper's attack.
A: Passed
B: Using Bastion's ability, B pumps Harper's attack.
A: Passed
B: Play Overload.

This "attack" ends with Roy Harper being stunned because he seems to have an attack of 9 which is more than doubled on his printed attack strength. He got overloaded. Barbara Gordon being stunned as well due to Cover Fire and Player A resource got KO'd.


In my perspective, this is confusing to me. How did Arsenal get overloaded? If the chain solves in the other direction, Harper would have 4 attack points and how could he be overloaded? When Barbara Gordon is attacking, how can he use Harper's ability? The attack cannot be made illegal after both players passed on the empty chain. How can he use Harper's ability to "˜snipe' Mark II down? As far as I see, from the part where Player A uses Roy Harper's ability, the chain is all wrong. If not, then it is the time for playing Overload being wrong. (Which I am 99.9% sure because chain goes by the other direction) Can anyone tell me if this play is possible? Or reinforce on the mistakes that I have pointed out?
 
Ironically, the illegal action mentioned is not the one you are pointing out. It is the activation of Roy Harper at that particular time. Roy Harper didn't have a legal target in Mark II until his ATK was greater than 4 (so he activated too early).

Everything else was legal, however, because of the nature that priority is passed. Unlike Yu-Gi-Oh!, you don't pass priority after putting an effect on the chain. So when you play an effect, you can play another one, without giving your opponent an opportunity to respond to it immediately (it can be dealt with later, though. I'll get to that).

First, Roy Harper's ability can be used at any time there is a legal target. It can be used within an attack, or outside of one. There is nothing in his effect text that states otherwise. Using Roy Harper's ability is not affecting the legality of the attack. It is still quite legal and is proceeding as normal.

Secondly, Roy Harper can be Overloaded at any point his ATK is greater than 8. In this scenario, however, Overload was played one step too early (which I'll get to). Keep in mind that priority doesn't pass to the opponent until you pass it, if you play an effect. So in the example of: Bastion uses his ability to pump Roy Harper's ATK, there is a 'pass' in there. If there wasn't, then Player A wouldn't be allowed to pass (Player B still has priority). Because Player B had to pass in your example (otherwise, he could have just put all the Bastion pumps on the chain before passing), with Player A passing, Bastion's effect resolves. (Roy Harper gets +1/+1 for the turn).

Now, the problem comes in that after an effect resolves, regardless of who controlled that effect, the primary player (in this case, Player A, because it is his attack sub-step) gets priority. So really, what should be seen would be: Player B uses Bastion's effect on Roy Harper. Player A passes. Player A passes. Player B uses . . ., etc. So, that was a minor error.

Also, the problem is that Roy Harper's effect of exhausting another TT character still hasn't resolved (Player B never passed on that effect, instead adding Bastion's effect each time), so in this case, Roy Harper's ATK was 7 at the point Overload was played (illegally played, so Overload goes back to where it was). Now, if both Player A and B passed at the point just before Overload was played, Roy Harper's effect of adding to his ATK would resolve, and his ATK would be 9, making Roy Harper a legal target for Overload.

The last part is the illegal activation of Roy Harper. Note that the timing of Roy's effect was perfectly legal. Roy can be activated pretty much at any point you have priority. However, unless there was another modifier in play, Roy Harper's ATK was 4, which was equal to Mark II's ATK of 4. Roy Harper can only target a character that has less ATK than him, so until his ATK is greater than 4, he can't activate. This would mean that either one of Bastion's effects has to resolve first, or Roy Harper's exhaustion effect was allowed to resolve.

So, the chain was a little bit messy, but not horrible. The proper activation of this chain should have been:

Attack Mark II with Barbara Gordon (attacks themselves don't go on the chain, but still.)
Player A: Pass
Player B: Play Cover Fire, targeting Mark II. Pass.
Player A: Exhaust a Teen Titan's character for Roy Harper's ability. Pass.
Player B: Pass. (Roy Harper's effect resolves. His ATK is now 6)
Player A: Activate Roy Harper, targeting Mark II. Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass. (Bastion's effect resolves. Roy Harper's ATK is 7) Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass (Bastion's effect resolves. Roy Harper's ATK is 8) Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass. (Bastion's effect resolves. Roy Harper's ATK is 9) Pass.
Player B: Play Overload on Roy Harper. Pass.
Player A: Pass. (Overload resolves, stunning Roy Harper). Pass.
Player B: Pass. (Roy Harper's effect resolves. Mark II is stunned. Mark II loses the defender characteristic).
Player A: Pass.
Player B: Pass. (Cover Fire attempts to resolve, but is negated as the target is no longer legal [Mark II is not a defender])
Player A: Pass.
Player B: Pass. (Attack concludes. Game finds that the defender is no longer a defender. All attackers ready.)
 
Dlanaan said:
Attack Mark II with Barbara Gordon (attacks themselves don't go on the chain, but still.)
Player A: Pass
Player B: Play Cover Fire, targeting Mark II. Pass.
Player A: Exhaust a Teen Titan's character for Roy Harper's ability. Pass.
Player B: Pass. (Roy Harper's effect resolves. His ATK is now 6)
Player A: Activate Roy Harper, targeting Mark II. Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass. (Bastion's effect resolves. Roy Harper's ATK is 7) Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass (Bastion's effect resolves. Roy Harper's ATK is 8) Pass.
Player B: Use Bastion's effect on Roy Harper. Pass.
Player A: Pass. (Bastion's effect resolves. Roy Harper's ATK is 9) Pass.
Player B: Play Overload on Roy Harper. Pass.
Player A: Pass. (Overload resolves, stunning Roy Harper). Pass.
Player B: Pass. (Roy Harper's effect resolves. Mark II is stunned. Mark II loses the defender characteristic).
Player A: Pass.
Player B: Pass. (Cover Fire attempts to resolve, but is negated as the target is no longer legal [Mark II is not a defender])
Player A: Pass.
Player B: Pass. (Attack concludes. Game finds that the defender is no longer a defender. All attackers ready.)


In the case of this, it is a chain effect. If it is a chain effect, the chain would resolve in the opposite direction, meaning overload's effect will be resolved 1st on Roy Harper. Then, followed by Bastion's etc all the way back to Barbara Gordon initiates the attack. How can overload still be able to target Roy Harper in this manner? Also, if Roy Harper is stunned, his effect would stop because the text box will be blanked, 'erasing' all his effects. However, your resolution of the chain is at that point and then go to the next point. It is different from what I know. Can you be clearer on the resolution of chain meaning why isn't it resolve in the opposite direction to it's 1st played effect. Also, explain to me why can Harper still use his effect when he is stunned?
 
I think the part you might be missing is that the effects that increased Roy Harper's ATK have all resolved off the chain before Overload is added to the chain. In VS. the chain can resolve partially and then new effects can be added onto it before it completely resolves.
 
So what you are trying to say is that the when an opponent passes the priority, the effect resolves at that point and when the effect is pass to you again, you chain to it and then pass to opponent and then your effect again resolve as your opponent passes initiative back to you.

For eg:

I: I activate Dr Light-Master of Hologram, pass
My opponent: pass
Effect of Dr Light takes place now, bringing back Rama Tut. (If it is pre-errated, it would bring a PT now)
I: Pay cost to Devil'd Due effect targeting Rama, pass
Opp: Use Have a Blast to destroy Due, pass.
Blast effect takes place now, destroying Due. Rama Tut is also KO'd but there will be no effect because Due has been destroyed in the previous chain.

Is that what it is happening in the chain rule in VS?

How about the case on Roy being stunned? If Roy is stunned at the resolution of chain, how can his effect still take place? Same as the chain rule that is stated above? The one that resolves partially until at that chain? If that is the case, then when do I apply the resolution of chain in the opposite direction? (The one that is played in Yu-Gi-Oh! where you resolve your chain the opposite direction)
 
When you bring back Rama-Tut, an effect goes on the chain that says return target Plot Twist to your hand. So there is actually a 'link' between your two actions.

However, the effect of Devil's Due will still resolve. When an effect is put on the chain, it exists independent of its source. So, no matter what happens to Devil's Due, the effect will still resolve properly. Only if the effect were negated would the effect itself be stopped.

Similarly with Roy Harper. Once his effect is on the chain, it doesn't matter what happens to him. Even if he is stunned, his effect will still resolve.

In .VS chains do go backwards like in Yu-Gi-Oh!, however, unlike Yu-Gi-Oh!, they only resolve one effect at a time. After each effect resolves, the primary player will get priority to add an effect or pass. Same with the opponent. So, let's say I build up a chain of 10 links.
1->2->3->4->5->6->7->8->9->10
I pass and my opponent passes. Only link 10 will resolve. Link 9 is still waiting to resolve. Assuming I am the primary player, I can either add an effect or pass. If I pass, my opponent can add an effect or pass. If we both passed, then 9 resolves.
Now link 8 is waiting to resolve. I want to put an effect on the chain now and I may. I'll play an effect named 11 and pass. My opponent passes as well. Effect 11 resolves. Link 8 is still waiting to resolve and will not do so until both me and my opponent pass consecutively. This will happen for each link until link 1 resolves. After link 1 resolves, if both me and my opponent pass on an empty chain, then we either move to the next step, phase, or sub-step, depending on what is Appropriate.
 
So you are trying to say that each effect resolves at it's particular point. This is because priority is passed forth and back ALL THE TIME. So, in any chain, the priority will be passed consecutively. When the priority is passed consecutively, the effect resolves.

Case 1:
Eg: John: Play Lost City, pass
Peter: Play Have a Blast, pass
John: Play Savage Land, pass
Peter: Play Have a Blast, pass
The chain will resolve as HaB destroying Lost City first, but is unable to stop City's effect because (like you said, Once his effect is on the chain, it doesn't matter what happens to him. Even if he is stunned, his effect will still resolve.) then the chain will resolve now as HaB destroying Savage Land, once again, it cannot stopped Savage Land because it's effect has already begun, unless you stop it by Utility Belt or something.

Case 2:
Eg: Jane: Exhaust Alfred Pennyworth to activate it's activated ability (taking another Gotham Knight is on field), pass
June: Exhaust Sentinel Mark I to activate it's activated ability to stun Alfred, pass
Jane: Activate Boris ability (taking Doomstadt in on the field), pass
June: Exhaust another Mark I to stun Boris this time round.
Chain would resolve as Mark I stunning Alfred and both take stun cost while Alfred is able to search PT or equipment. Then, the chain will resolve as Boris and Mark I being stunned, both take stun cost and Boris is still able to search for PT. In both cases, stun did not take away the abilities.

If the above chain resolution is completely correct, then I guess I know my chain rules now. It is really rather different from Yu-Gi-Oh!
 
Okay lets put this simply.

When you are the primary player you have priority to build the chain. Your opponent does not add anything to the chain until you pass your priority onto him.

When it is passed to him, he now has prority to add new effects onto the chain. Then when he is done he passes.

At any point both players may pass and the last effect added to the chain effect will resolve off of the chain.

If that happens the player who has priority can now add a new effect or effects to the chain, just like when the chain started.

This passing of priority and letting effects resolve off the chain will continue untill both players pass on an empty chain. The way the chain is structured in this game allows the chain to go up and down before it ever fully resolves, indeed, much different than Yu-Gi-Oh!
 
Digital Jedi said:
Okay lets put this simply.

When you are the primary player you have priority to build the chain. Your opponent does not add anything to the chain until you pass your priority onto him.

When it is passed to him, he now has prority to add new effects onto the chain. Then when he is done he passes.

At any point both players may pass and the last effect added to the chain effect will resolve off of the chain.

If that happens the player who has priority can now add a new effect or effects to the chain, just like when the chain started.

This passing of priority and letting effects resolve off the chain will continue untill both players pass on an empty chain. The way the chain is structured in this game allows the chain to go up and down before it ever fully resolves, indeed, much different than Yu-Gi-Oh!


Sorry to say, I do not understand what you are trying to say. But as far as I can comprehend, you do not seem to answer my last question posed. You are bringing me back to where I begin. (the part where I have little or no understanding of this chain thing)
 
I'm getting the sense that you don't completely understand how the chain works completly. (For example, flipping a location does not use the chain. But we'll get into that later)

Case 1:
Eg: John: Play Lost City, pass
John, I'm assuming, is the attacking player here. If that is that case then I also presume that John has powered-up his attacking character, therby triggering Lost City's effect. He still has priority here, however, and doesn't have to pass until he is done building the chain. But we'll assume that is indeed, done, and has passed.
Peter: Play Have a Blast, pass
Peter is chaining have a blast to Lost City's effect. He now has priority to build the chain from here. He doesn't have to pass untill he's done. But we'll again assume that he's not going to chain anything else and passes back to John.
John: Play Savage Land, pass
Again lets assume this location is already face up and John pays its cost by exhausting Savage Land. Now he has priority to continue building the chain. But he decides not to and passes back to Peter.
Peter: Play Have a Blast, pass
Just as before Peter now has priority to build the chain but decides just to play Have a Blast targeting Savage Land and passes back to Peter.

Now the portion you left out is where Peter gets priority back. But he decides not to add anything new to the chain. This is when the chain will begin to resolve.

The chain will resolve as HaB destroying Lost City first, but is unable to stop City's effect because (like you said, Once his effect is on the chain, it doesn't matter what happens to him. Even if he is stunned, his effect will still resolve.) Your right, Have a Blast doesn't negate anything (sound familiar) it just KO's target location. But here is where I think you may not understand things.


The first effect on the chain has now resolved but when Peter passed on the chain, priority returned to John. Both players passing in succession only lets one effect resolve off the chain. Now that Have a Blast has resolved, it's off the chain and no longer part of it.

However, John may now decide to add a new effect to the next unresolved link on the chain (Savge Land's effect.) If he does then this whole thing of building and passing continues as it did above.

An effect on the chain does not resolves until both players have passed on the chain. As an effect resolves, each player is allowed to put a new link in the chain. (Following the rules of priority, of course.)

So basically, effects are added to the chain and when he's done a player passes.
The next player adds more effects to the chain and when he's done then he passes.
If both players pass, an effet resolves.
When an effect resolves, whoever had priorty passed to him last can add more effecst to the existing chain and/or pass.
The next player can do the same thing.
And so on and so forth, untill both players pass on an empty chain.

If you need more clarification dont hesitate to ask further.
 
Basically, from what I read on your answer, I understand that you assume a lot of things which in my case is right as I left out too many contents and my question is "incomplete". The next thing that I understand is HaB does not negate any effect which I again understand. (due to the time I was playing Yu-Gi-Oh!)

Anything after that part becomes very vague and blur. (to me) However, not everything there is was incomprehensible. I do get the point that priority is passed back and forth all the time. (Even during the chain resolution) However, my main concern is how does the chain resolves. Priority is passed in succession all the time. As seen in my example, John V.S. Peter. They pass priority back and forth time and again during the attack substep.

Next, you talk about HaB destroying Lost City. Lost City is now destroyed, but, that Brotherhood character still gets +3/+3 this attack. Then, you mentioned the introduction of Savage Land. Perhaps, if I type it out, it might show whether I have absorbed anything in this thread. Now, Savage Land is placed on the chain. (1st HaB and Lost City are now removed) Savage Land's effect activates now. Target Brotherhood character now gets +X attack, -X defense this attack and on top of that, the 2nd HaB is on it as well. Assuming that no one adds on to this chain, (which I believe they would have done so earlier when they could) the resolution would be HaB destroying Savage Land and target Brotherhood character gets +X attack, - X defense. After the resolution of this chain, the attack begins and all priority ceases until the end of the attack conclusion.

If the above paragraphs are what you are trying to say, please tell me so. This is because this game is rather different from Yu-Gi-Oh! as far as I see. The chain in YGO does not resolve this way. (Play PoG, chain IO and then chain MST. MST destroy IO, PoG's effect is still active) The chain in VS is resolve part by part beginning with the 'last' part of the chain to the 'initial' part of the chain.
 
I think you may fundamentally have it down. But I'll show you how the same chain with John and Peter would resolve just to make sure.



Here's what the chain looks like so far:

Link 1: Lost City
Link 2: Have a Blast!
Link 3: Savage Land
Link 4: Another Have a Blast!

Now that both players have passed in succession, the last effect added to the chain resolves first.

Link 4: Have a Blast! (II) resolves destroying Savage Land. John places the top card of his deck face down into his resource row.

-At this point John has priority. Since this is his attack step he may decide to put a Savage Beatdown onto the chain. Regardless of what he does, when he is finished he will pass priority back to Peter. Lets pretend he adds nothing to chain and passes to Peter.

-Peter decideds to add nothing new to the chain so he passes. This is called "both players passing in succession." Both players have to pass in succession before chain link 3 could even begin to resolve.

Link 3: Savage Lands effect now resolves. The attacker now gets +1 ATK and -1 DEF for each resource John controls.

-John has priority again now. So the exact same thing that happened after Link 4 resolved happens here. Either John can add more effects to the chain and/or he can pass. And then Peter can add more effects the chain and/or pass.

-When they both pass in succession the next link can resolve.

Link 2: Have a Blast! (I) resolves and destroys Lost City. John once again takes the top card of his deck and places it face down into his resource row.

-See above.

Link 1: Lost City's replacement modifier resolves off the chain. The powered-up character gets +3 ATK and +3 DEF instead.

When both players pass on an empty chain the attack will conclude. And all that ATK/DEF comparing takes place.


Between each resolving link in the chain exists this point where each player must place more effects and/or pass. So If after chain link if John had decided to add Savage Beatdown then that would have become a new Chain Link 4.

Your example is rather neat and clean. Both players have played an effect and passed, played another effect and passed. But as the priority player John could have powered-up his character as many times as he wanted triggering Lost City, activated Savage Land, played a Savage Beatdown, maybe even played another Savage Beatdown . . . all before he passed priority onto Peter. Then Peter could have done the same.
 
I guess that's what I have stated. However, our sequence in reolution seem to be different. What you meant about clean and neat example seems to be very true. If the way I mentioned is right, then why does Dlanaan says that he play Overload last and still can stun Roy? I guess the chain resolves once both player passes. So, I think HaB will destroy Lost City, but Lost City will not modify the attack and defense strength. (after thinking for a long time, Lost City's effect does not seem to be so godly) However, in the case of HaB destroying Savage Land, the character still gets the increase in attack and decrease in Defense because payment power cannot be stopped as long as it begins. Let's see what Dlanaan has to say and then continue our discussion. (No offend to you Jedi, just want to be DEAD sure)
 
No offense taken. ;) And there's nothing wrong with wanting to be sure.

But if I may, let's take a look at Dlanaan's example again:

Player A: Attack Mark II with his Barbara Gordon
At this point A can add an effect to the chain and/or pass. He choose to pass.

Player B: Play Cover Fire, targeting Mark II.
At this point B can add another effect to the chain and /or pass.
He chosses to pass.

Player A: Exhaust a Teen Titan's character for Roy Harper's ability.
At this point A can add another effect to the chain and /or pass.
He chosses to pass.

Player B: Pass. Now this is the part where I think you may be misunderstanding things. PLayer B decided not to add anything else to the chain and passed. Both Players passed in succession. As a result the last effect placed on the chain wil now resolve which is: (Roy Harper's effect resolves. His ATK is now 6)

Player A: Activate Roy Harper, targeting Mark II. (Now priority is back with A so we're back where we were before. Pardon the repetition) At this point A can add another effect to the chain and /or pass. He chosses to pass.

Player B: Use Bastion's effect on Roy Harper.
At this point B can add an effect to the chain and /or pass.
He chosses to pass.

Player A: Pass. Now we're at that point again where I think you may be misunderstanding things. Both player have passed in succesion again. So: (Bastion's effect resolves. Roy Harper's ATK is 7)

Player B: Use Bastion's effect on Roy Harper.
At this point B can add another effect to the chain and /or pass.
He chosses to pass.

Player A: Pass Once again both player have passed in succesion giving the next effect on the chain a chance to resolve whch is: (Bastion's effect resolves. Roy Harper's ATK is 8)

Player B: Use Bastion's effect on Roy Harper.
At this point B can add another effect to the chain and /or pass.
He chosses to pass.

Player A: Pass. Yet another case of both players passing in succession. So: (Bastion's effect resolves. Roy Harper's ATK is 9)

Player B: Play Overload on Roy Harper. Now we are to the good part. Do you see the reason now why Overload is legal to play here? Because all the effects that increased Roy's ATK have resolved. Roy's ATK is now twice his printed ATK making him a legal target for Overload. Pass.
Player A: Pass. (Overload resolves, stunning Roy Harper). Pass.
Player B: Pass. (Roy Harper's effect resolves. Mark II is stunned. Mark II loses the defender characteristic).
Player A: Pass.
Player B: Pass. (Cover Fire attempts to resolve, but is negated as the target is no longer legal [Mark II is not a defender])
Player A: Pass.
Player B: Pass. (Attack concludes. Game finds that the defender is no longer a defender. All attackers ready.)

See what I mean now whne I say that the chain can go up and down before it ever fully resolves? Effects can resolve off of it and neww effects can be added to the existing chain.

But in the case of Lost City, it should stay on the chain because it was triggered back when you discarded for the Power-up. A regular Power-up would have gone on the chain anyway. So lost City's replacement modifier should be no different.
 
One thing, though: Lost City's effect doesn't go on the chain. It is a replacement modifier, not a triggered effect. Lost City has to be face-up when the power-up effect resolves or it will not be replaced.
 
So... my example on John v.s. Peter's resolution of chain is right? As long as both players passed in succession, the effect takes place. Player B who has priority at a time can pump Roy's attack by 3 more within 1 chain as well. But he chose to do in the other to lengthen the chain. The chain will resolve at that point unless someone decides to add on, then it will go all the way down and back up again. Am I right to say so?

How about the case of Mark I v.s. Boris and Alfred? No one has made any comments on it.


Here's a summary on what I have learnt.(I guessed) Modifiers such as power-ups resolves immediately when both players pass priority, other effect such as stunning characters like using Harper's ability would take place in a reverse order of being placed upon.
 
Mark I cannot target Alfred in this instance. He's not on the field (part of the cost is returning him to hand.)

luffy said:
Here's a summary on what I have learnt.(I guessed) Modifiers such as power-ups resolves immediately when both players pass priority, other effect such as stunning characters like using Harper's ability would take place in a reverse order of being placed upon.

If both players pass without adding anything, an effect resolves. This includes power-ups, stunning a character via Roy, or similar.

A power-up goes on the chain just like any other effect. Player A puts 4 effects on the chain (effect 1, effect 2, effect 3, effect 4) and then passes priority, Player B gets priority. If Player B passes back, then Effect 4 resolves. If Player B puts an effect on the chain (Effect 5) and then passes, Player A gets priority. If Player A passes here, Effect 5 resolves.

Basically, if a player has added something to the chain and passes and the opponent passes the last effect on the chain resolves.
 
Ok... Think this time I have really got what this is all about. Player A can place as many effects as he likes and passes priority to player B. If Player B just passes priority, player A's last effect will resolve to the 1st once player B declares a pass in priority. If Player B decides to add and player A decides to pass, Player B's last effect will resolve all the way back to player A's 1st played effect.

In the Harper's case, Player A uses Harper's ability and then exhaust a character to pump Harper and player B pass, the effect will resolve straight from pumping to the target. This is what you are saying?
 
No. Only one effect ever resolves at a time. The chain does not resolve all the way back to the beginning like in Yu-Gi-Oh!. In .VS, only one effect goes at a time. As each effect resolves, the primary player (person who's step/phase it is or the player with initiative if it is no one's step/phase) gets priority to add an effect or pass, followed by the opponent who gets the same. If both players pass, the next effect on the chain resolves and the cycle starts again.

If I have 5 effects on the chain, the first effect I put on the chain will not resolve until players pass consecutively (without adding anything for simplicity's sake) 5 times. The first time both players pass, the fifth effect resolves. The next time both players pass, the fourth effect resolves. The next time both players pass, the third effect resolves, and so forth. If either player doesn't pass and instead adds something to the chain, then both players need to pass consecutively for THAT effect to resolve. Once that effect resolves, both players need to pass consecutively for the effect just below it to resolve.

Picture the chain kind of like a building of blocks. As you resolve effects, you take the top block off the building/chain. Now, both players have a chance to put a block on the building or pass. If both players pass, the next block comes off. This happens until there are no more blocks. At this point, the chain is empty.
 
So when both players passed in succession. The last effect will take place first. Then if both player decides not to chain, the second Last Will now take place. If one of them decides to chain, the effect that is chained will resolve and the chain goes up and down until the one that is 'most up' is resolved. Is that the way it should be?
 
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