top of page

Sequences
Each time you pay a cost for any Gate or Effect, Attack, Move, or End the turn, your Opponent has the opportunity to respond. They can do so by Opening any Fast Gate from their Hand, or using any Fast Skill. Whether they do or don't, you can then Open a Fast Gate from your Hand, or use a Fast Skill  This continues until both players choose not to respond - at this time, all Gates and Effects resolve in the opposite order that they were activated. 

If you've played Yugioh, this is the chain link system.
If you've played Magic, this is the Stack if you couldn't interrupt it, and if you passed priority after each Gate/Effect (you cannot activate multiple Gates/Effects without passing your opponent Priority after each one).

The flowchat below shows this process:

 

Flowchart.png

Example: Dodging Punch

In the example below, your opponent has a Hunting Eagle Summon, and you have a First Form - Punch.

â‘ 

Field.png
PHDW-001.jpg
PHDW-013.jpg
PHDW-007.jpg

Using Punch, you can attack the Hunting Eagle. If it resolves without response, the Eagle will be dealt 3 Damage, discarding it immediately.

â‘¡

Field.png
PHDW-001.jpg
PHDW-007.jpg
PHDW-013.jpg

However, Hunting Eagle has a Fast Skill that allows it to move!

So in response to your Punch, your Opponent uses Hunting Eagle's Skill, targeting an arbitrary zone.
Eagle also targets for its Skill Cost, as its Skill is a Hit-and-run effect, that
deals damage before moving.

There isn't a bordering Gate to attack, but it can simply attack an empty zone.

â‘¢

Field.png
PHDW-001.jpg
PHDW-013.jpg
PHDW-007.jpg
PHDW-007.jpg

Both players choose not to respond to Hunting Eagle.

The Eagle moves to a bordering Zone, and Punch resolves on the

now empty zone, resulting in this final board state:

â‘£ 

Field.png
PHDW-001.jpg
PHDW-007.jpg
bottom of page