10.1Souls
10.2Events
- 10.2.1
- 10.2.2
If the Event names a Caster ("Caster: Any Dark Soul"), only such a Soul may cast it.
- 10.2.3
The Event goes to the event slot while it resolves. Only one Event can lie there, so the next can only be cast once the last has resolved.
- 10.2.4
Targets are chosen when the Event is cast, the cost is paid when it resolves (11.5.1). The opponent may respond before it resolves (chapter 12).
- 10.2.5
The Event resolves only if its Caster is still active then. A Caster that has left the Front Line or moved to another slot still counts; one that was captured, returned or exiled does not.
- 10.2.6
Afterwards the Event goes face up to its owner's Elysium, whether it resolved or not.
10.3Armaments
- 10.3.1
An Armament is equipped in the Preparation Phase to one of the turn player's active Souls on a proactive slot whose rank is at least the Armament's. The Soul need not stand in the Front Line.
- 10.3.2
A Soul carries at most one Armament. The Soul is its Wielder, "the equipped Soul".
- 10.3.3
The Armament's ATK, DEF and HP add to the Wielder's. Its effects are Static and work through the Wielder.
- 10.3.4
What happens to the Armament with its Wielder:
- the Wielder is captured or exiled: the Armament goes to the Elysium;
- the Wielder is returned to the hand: the Armament goes to its owner's hand too;
- the Wielder is teleported: the Armament moves with it.
- 10.3.5
A Soul's maximum HP includes the Armament's HP. Should the Armament ever leave while the Soul stays, the Soul loses that HP, and if its damage is now as high as its new maximum, it is captured (14.4.3).
10.4Ambushes
- 10.4.1
- 10.4.2
Each Soul may control only one set Ambush at a time. Any number of Souls may set one each in the same phase. An Ambush counts as its Setter's own until it is sprung, even after the Setter has been teleported to another slot; only a Soul that has left the field and come back is free of it (15.5.1).
- 10.4.3
- 10.4.4
An Ambush belongs to the slot, not to the Soul. When the Setter leaves the slot, the Ambush stays. A new Soul on that slot may spring it and may set an Ambush of its own as well, so two can lie at one slot.
- 10.4.5
All Ambushes are Fast. They may be sprung:
- in their controller's own Preparation Phase and Combat Phase, outside a battle;
- in any response window in which their controller holds priority, in either player's turn (12.1).
NoteIn the opponent's turn, Ambushes can only be sprung in a response window: after an attack declaration, an effect, or triggered Timing Effects (12.2). They can't be sprung out of nowhere.
- 10.4.6
An Ambush whose condition names a moment ("The Ambusher is targeted by an Effect") can only be sprung in answer to that moment, while the effect it answers is on top of the Cascade (12.6.1).
- 10.4.7
An Ambush resolves even if the Ambusher has been captured or moved in the meantime. It does not resolve if the Ambusher was returned to the hand.
- 10.4.8
Afterwards the Ambush goes face up to its owner's Elysium.
- 10.4.9
Springing is not limited by the Escalation Spiral (8.3.3).
10.5Realms
- 10.5.1
- 10.5.2
Realms belong to no Soul and are not limited by the Escalation Spiral; their Activated Effects need no proactive slot.
- 10.5.3
A Realm can be attacked by any Soul that may attack, and strikes back (9.4.4).
- 10.5.4
A Realm at 0 HP shatters: it is turned face down and stays on its slot, which it blocks for the rest of the duel.
