Rule Differences
HatFormat.com Follows the July 2014 NAWCQ Rules
The July 2014 NAWCQ was played under the TCG 2011 Rules Change (the equivalent of Master Rules [2]).
The differences between 2011 Rules and Modern Rules are listed below:
RULE # 1 - The Starting Player Draws a Card
In HAT Format, a card is drawn during the first draw phase of the duel. Thus, the player who goes first starts the duel with 6 cards.
RULE # 2 - Only 1 Active Field Spell
In HAT Format, only one Field Spell may remain active at a time. Both players may Set Field Spell Cards, doing so does not destroy an opponent's Field Spell. If a player Sets a Field Spell over their own Set / Active Field Spell, that Card is destroyed immediately without starting a chain. If a Field Spell is activated (played face-up), it starts a chain and must remain face-up on the field in order to resolve.
- Player A activates "Mountain" while Player B's "Umi" is active. When "Mountain" resolves, "Umi" is destroyed by game mechanic.
- Player A activates "Mountain" while Player B's "Umi" is active. Player B chains "Dust Tornado" and targets "Mountain". When the chain resolves, "Dust Tornado" destroys "Mountain". "Umi" is not destroyed.
- Player A Sets "Mountain" face-down while Player B's "Umi" is active. "Umi" is not destroyed.
RULE # 3 - Union Monster Conditions
In HAT Format, Union Monsters are all printed with a Condition restricting the number of Union Monsters a Monster can be equipped with. This changed in 2016 with Structure Deck: Seto Kaiba, wherein this Condition was removed [REF]. Be sure to check the individual card rulings pages for any Union Monsters you are playing. When playing HAT Format, remember that Union Monsters have the following Condition:
"(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed [by battle], destroy this card instead.)"
"(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed [by battle], destroy this card instead.)"
RULE # 4 - Trap Monsters
In HAT Format, Trap Monsters occupy BOTH a Trap Card Zone AND a Monster Card Zone.
- You cannot activate (flip the Set Trap Card face-up) a Trap Monster if you have no empty Monster Card Zones.
- To gain control of a Trap Monster, you must have both an open Monster Zone and an open Spell / Trap Card Zone.
- A Trap Monster whose effect is negated (by “Jinzo”) reverts to being a Trap Cards in the Spell / Trap Card Zone immediately.
- A Trap Monster that attacks a Set “Jinzo” reverts to a Trap Card when “Jinzo” if flipped. Damage Calculation is not applied.
- Your Trap Monster stolen by “Snatch Steal” returns to your Spell / Trap Card Zone when “Jinzo” is Summoned.
- If a Trap Monster would be Set face-down (by "Book of Moon"), it becomes Set to its corresponding Spell / Trap Card Zone.
- If your opponent controls your “Embodiment of Apophis” (with “Snatch Steal” / “Creature Swap”), and it is flipped face-down, it goes to your opponent’s Spell / Trap Card Zone because they are the controller.
- Trap Monsters are affected by cards / effects that would affect Trap Cards as well as those that affect Monster Cards.
- If “Heavy Storm” is used against a Trap Monster, “Fake Trap” can prevent its destruction, but “My Body as a Shield” cannot.
- If “Lightning Vortex” is used against a Trap Monster, “My Body as a Shield” can prevent its destruction, but “Fake Trap” cannot.
- If “Raigeki Break” is used against a Trap Monster, both “My Body as a Shield” and “Fake Trap” can prevent its destruction.
- If a Trap Monster is removed from the field, it is removed as a Trap Card.
- A Trap Monster sent to the Graveyard cannot be revive with "Time Machine", retrieved with “Return of the Doomed”, will not allow the effect of "Blackwing - Shura the Blue Flame" to trigger, and you cannot activate “Michizure”.
- If "Caius the Shadow Monarch" removes from play "Zoma the Spirit", no damage will be inflicted.
- A Trap Monster returned to the hand by “Penguin Soldier” is returned as a Trap Card. You cannot activate “Major Riot”.
- If a Trap Monster is temporarily removed from play (by “Dimensionhole” or “Interdimensional Matter Transporter”), it returns to the field as a Trap Card and is destroyed immediately by game mechanic. If “Dimensionhole” was used, you cannot use the Monster Card Zone while the Trap Monster is removed from play, but you can use the Spell & Trap Card Zone it was occupying.
RULE # 5 - Simultaneous Effects Go On Chain
In HAT Format, the rules established in the tradition called “Simultaneous Effects Go On Chain” (SEGOC) apply with one minor exception: if two or more effects in the same “step” were triggered at different times, the earlier trigger(s) must be placed on the chain before the later ones [REF]. This realistically only applies to Mandatory Effects ("Step 1" & "Step 2"), as many optional Trigger frequently miss the timing. This rule concerning SEGOC would be changed in 2017 [REF]. In HAT Format, when multiple Trigger/Trigger-like Effects are triggered simultaneously, the players construct a chain with these effects in accordance with the following rules:
- Step 1: The turn player places their mandatory effects on the Chain in the order they were triggered.
- Step 2: The non-turn player places their mandatory effects on the Chain in the order they were triggered.
- Step 3: The turn player may add their optional effects (which haven't missed the timing) to the Chain in the order they triggered.
- Step 4: The non-turn player may add their optional effects (which haven't missed the timing) to the Chain in the order they triggered.
- Example 1: Player A Tributes "Sangan" to Tribute Summon "Caius the Shadow Monarch". Both have mandatory Trigger Effects that the turn player must activate (Step 1). Since "Sangan's" triggers when it is sent to the Graveyard, it assumes Chain Link 1, whereas Caius' effect must assume Chain Link 2 as it does not trigger until the Summon is deemed successful.
- Example 2: Player A activates "Soul Exchange", targeting Player B’s "Sangan". Player A Tributes Player B’s "Sangan" to Tribute Summon "Caius the Shadow Monarch". In this case, Caius's mandatory effect activated by the turn player (Step 1) assumes the place of Chain Link 1, and the non-turn player's "Sangan's" mandatory effect (Step 2) will be Chain Link 2.
RULE # 6 - The 7-timing Damage Step
In HAT Format, there are seven distinct timings in the Damage Step [REF]. Additionally, only the following cards/effects can be activated:
● Effects that state "during the Damage Step" are now applied.
● Effects that trigger "at the start of the Damage Step" activate now.
● Quick Effects & Spells/Traps that modify ATK/DEF can activate.
Substep 2 - Flip Sets Face-up
● A face-down Attack Target is flipped face-up.
● Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 3 - Before Damage Calculation
● Effects that state "before Damage Calculation" activate/apply now.
● Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 4 - During Damage Calculation
● Effects that specifically state “Damage Calculation” activate/apply now.
● Quick Effects of monsters that modify ATK/DEF can be activated
● After the chain, inflict Battle Damage & mark monsters as "destroyed by battle".
Substep 5 - After Damage Calculation
● Monsters marked as 'destroyed by battle' do not apply their continuous effects.
● Continuous(-like) Effects and self-destruct effects apply now
● Effects that trigger when battle damage is inflicted activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated
Substep 6 - Resolve Effects
● Monsters marked as 'destroyed by battle' do not apply their continuous effects.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Ryko, Lightsworn Hunter" mills "Peten the Dark Clown" as Chain Link 1).
● Effects that specifically state “after Damage Calculation” activate now.
● Flip Effects activate, and form a chain with any other effects activating now.
● Quick Effects of monsters that modify ATK/DEF can be activated.
Substep 7 - End of the Damage Step
● Monsters marked as 'destroyed by battle' are now sent to the Graveyard.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Mystic Tomato" Special Summons "Armageddon Knight" as Chain Link 1).
● Effects that activate when a monster is destroyed by battle activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated.
- Counter Trap Cards may be activated at any point in the Damage Step.
- Monster Effects that negate activations (ex: "Herald of Orange Light") can activate at any point in the Damage Step.
- Monster Effects which only negate the effects (but not the activation) of card/effect CANNOT be activated in the Damage Step.
- Spell Speed 2 Spells/Traps that negate activations (ex: "My Body as a Shield") CANNOT activate in the Damage Step.
- Spell Speed 2 Spells/Traps that negate effects (ex: "Royal Oppression") CANNOT activate in the Damage Step.
- Mandatory Effects (ex: "Doomcaliber Knight") may be activated at any point in the Damage Step.
- Monster Effects which trigger when the card itself moves location (flipped face-up, changes battle position, sent to the Graveyard) or performs an action (inflicts Battle Damage, destroys a monster by battle) may be activated. This includes things like Flip Effects, a “Green Gadget” Special Summoned by the effect of “Giant Rat”, or a “Dupe Frog” being destroyed by battle.
- Fast Effects / Continuous Effects which directly modify ATK/DEF can activate/apply.
- Spell/Trap Cards that change ATK/DEF (ex: "Forbidden Chalice") CANNOT activate in or after Substep 4 - Damage Calculation.
● Effects that state "during the Damage Step" are now applied.
● Effects that trigger "at the start of the Damage Step" activate now.
● Quick Effects & Spells/Traps that modify ATK/DEF can activate.
Substep 2 - Flip Sets Face-up
● A face-down Attack Target is flipped face-up.
- Flip Effects are NOT activated yet.
● Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 3 - Before Damage Calculation
● Effects that state "before Damage Calculation" activate/apply now.
● Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 4 - During Damage Calculation
● Effects that specifically state “Damage Calculation” activate/apply now.
● Quick Effects of monsters that modify ATK/DEF can be activated
- Spells / Traps that modify ATK/DEF CANNOT be activated.
● After the chain, inflict Battle Damage & mark monsters as "destroyed by battle".
Substep 5 - After Damage Calculation
● Monsters marked as 'destroyed by battle' do not apply their continuous effects.
● Continuous(-like) Effects and self-destruct effects apply now
- (ex: "Berserk Gorilla", "Gozen Match", and "Rivalry of Warlords").
● Effects that trigger when battle damage is inflicted activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated
Substep 6 - Resolve Effects
● Monsters marked as 'destroyed by battle' do not apply their continuous effects.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Ryko, Lightsworn Hunter" mills "Peten the Dark Clown" as Chain Link 1).
● Effects that specifically state “after Damage Calculation” activate now.
● Flip Effects activate, and form a chain with any other effects activating now.
● Quick Effects of monsters that modify ATK/DEF can be activated.
Substep 7 - End of the Damage Step
● Monsters marked as 'destroyed by battle' are now sent to the Graveyard.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Mystic Tomato" Special Summons "Armageddon Knight" as Chain Link 1).
● Effects that activate when a monster is destroyed by battle activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated.
RULE # 7 - Life Points Costs
In HAT Format, you cannot pay costs if doing so would reduce your Life Points to 0. A card with a maintenance cost of Life Points cannot reduce a player's Life Points to 0, it will instead self-destruct.
- If your Life Points are ≤ 2000, you cannot pay "Mirror Wall's" optional maintenance cost. It will self-destruct.
- If your Life Points are ≤ 500, you cannot pay "Degenerate Circuit's" mandatory maintenance cost. It will self-destruct.
RULE # 8- End-of-Turn Discard
In HAT Format, players can't respond to the end-of-turn discard for hand size at all, as this must be the last action a player performs in a turn [REF1, REF2]. However, when a mandatory Trigger Effect is triggered by this discard, a chain will be built with special properties:
- Spell Speed 2 effects can be Chained here if, and only if, they negate activations or effects.
- Spell Speed 3 effects can be Chained here, regardless of whether or not they negate activations or effects.
- Example 1 (Mandatory Trigger Effect): Player A has 7 cards in hand during their End Phase. Player A proceeds to discard "The White Stone of Legend" for the end-of-turn discard. The mandatory Trigger Effect of "The White Stone of Legend" must activate. Player A cannot chain "Super Rejuvenation" from his hand to this effect. However, Player B can chain his Set "Divine Wrath" to negate the activation of this effect. Additionally, if either player controls a face-up "Doomcaliber Knight", it will immediately Tribute itself and add a Chain Link onto the chain with "The White Stone of Legend", as its Quick Effect is mandatory.
- Example 2 (Optional Trigger Effect): At the end of Player A's End Phase, Player A has 8 cards in his hand. Player A proceeds to discard "Peten the Dark Clown" and "Red-Eyes Wyvern" for the end-of-turn discard to bring their hand size down to 6 cards. Player A cannot activate the optional Trigger Effects of either card that was just discarded.
RULE # 9 - Infinite Loops
In contemporary Yu-Gi-Oh!, when an infinite loop is created, a nuanced procedure is performed wherein players and judges determine which card is the "primary cause" of the loop; that card is then sent to the Graveyard by game mechanics. In HAT Format, this is only true for "involuntary" infinite loops (see Example 4 ), when an infinite loop is initiated by game mechanics and not by the action of a player. Conversely, in HAT Format, any "voluntary" action that would cause an infinite loop is simply illegal (as depicted in Examples 1, 2, and 3).
- Example 1: Player A has a "Gemini Elf", a "Luminous Spark" and a "Pole Position" face-up on the field. Since "Gemini Elf" is the monster on the field with the highest ATK, it is unaffected by Spell Cards. If Player B Summons "X-Head Cannon", "Luminous Spark" will raise its ATK to 2300, making it the highest ATK monster on the field and causing it to become unaffected by Spell Cards, reducing its ATK to 1800, only for "Luminous Spark's" effect to once again increase its ATK to 2300, and so on. This voluntary action by Player B (Summoning "X-Head Cannon") would create a "voluntary" infinite loop. Thus, Player B cannot Summon "X-Head Cannon".
- Example 2: Player A has a "Gemini Elf" and an "Opticlops" equipped with an "Axe of Despair" face-up on the field, as well as a Set "Ring of Destruction". Player B has a "Blue-Eyes White Dragon" and a "Pole Position" face-up on the field. If Player A activates "Ring of Destruction" to destroy Player B's "Blue-Eyes White Dragon", then "Opticlops" would become the monster with the highest ATK on the field, causing it to become unaffected by Spell Cards (including the equipped "Axe of Despair") and thus it will cease to be the monster with the highest ATK on the field and the effect of "Axe of Despair" will once again apply and raise its ATK, and so on. Therefore, Player A cannot target Player B's "Blue-Eyes White Dragon" with "Ring of Destruction" as resolving that card would create a "voluntary" infinite loop.
- Example 3: Player A has a face-up "Opticlops" and a face-up "Gemini Elf". Player B has a Set "Pole Position" and no other cards. Player A activates "Axe of Despair", selecting "Opticlops" as the target. If Player B voluntarily chains "Pole Position", it will create a "voluntary" infinite loop upon the resolution of "Pole Position" and "Axe of Despair". Therefore, Player B cannot chain "Pole Position", nor can they activate it while those are the only face-up monsters on the field while "Axe of Despair" remains equipped.
- Example 4: Player A has a "Pole Position" and an "Opticlops" face-up on the field. Player B has a "Muka Muka" equipped with an "Axe of Despair" face-up on the field with no cards in his hand. Player B draws a card at the start of his turn, making "Muka Muka's" ATK rise to 1900. Since "Muka Muka" is now the monster on the field with the highest ATK, it becomes unaffected by the effects of Spell Cards. But once unaffected by the effects of Spell Cards, "Muka Muka" no longer has the highest ATK on the field. An "involuntary" infinite loop has been created by an action that could not be avoided. Therefore, "Pole Position" is destroyed by game mechanics.