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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.

The flowchat below shows this process:

 

You use an Effect.

Your Opponent can Respond:

Your Opponent Responds!

Your Opponent doesn't Respond.

You can Respond:

You can Respond:

You don't Respond.

You Respond!

You don't Respond.

You Respond!

Resolve all activated effects backwards!

Example: Dodging Punch

In the example below, your opponent has a Hunting Eagle Summon,

and you have a First Form - Punch.

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.

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.

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:

 

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