A chain is how Yu-Gi-Oh! handles players responding to each other. Whenever a card or effect is activated, the opponent gets a chance to respond before it does anything. Responses stack up, then resolve in reverse order: last in, first out.
How a chain builds
- A player activates a card or effect. That’s Chain Link 1.
- The opponent can respond with another card. That’s Chain Link 2.
- The first player can respond to that. That’s Chain Link 3, and so on.
- When both players are done adding, the chain resolves.
If your opponent doesn’t respond, you can add another effect of your own to your chain.
You must give your opponent the chance to respond before you resolve anything. The rulebook specifically warns against resolving your card before asking.
How a chain resolves
Resolve from the top down: the last card activated resolves first, and Chain Link 1 resolves last.
That means a later response can stop or change an earlier card before it ever happens.
The official example
From the Konami rulebook:
- Player A activates Heavy Storm (destroys all Spells and Traps). Chain Link 1, Spell Speed 1.
- Player B responds with their Set Threatening Roar (opponent can’t declare attacks this turn). Chain Link 2, Spell Speed 2.
- Player A responds with Seven Tools of the Bandit (negates a Trap’s activation). Chain Link 3, Spell Speed 3.
Resolving backwards:
- Chain Link 3: Seven Tools of the Bandit negates Threatening Roar.
- Chain Link 2: Threatening Roar was negated, so it does nothing. Player A can still attack.
- Chain Link 1: Heavy Storm destroys all Spells and Traps on the field.
What can respond to what
Every effect has a Spell Speed from 1 to 3. To respond in a chain, your effect must be Spell Speed 2 or higher, and at least as fast as the chain link you’re responding to.
| Spell Speed | Cards | Can respond to |
|---|---|---|
| 1 | Normal, Equip, Continuous, Field and Ritual Spells; Ignition, Trigger and Flip effects | Nothing (can only start a chain) |
| 2 | Normal and Continuous Traps, Quick-Play Spells, Quick Effects | Spell Speed 1 or 2 |
| 3 | Counter Traps | Anything |
So once a Counter Trap is on the chain, only another Counter Trap can respond. See spell speeds for more.
What can’t be chained to
You can only chain to the activation of a card or effect. These aren’t activations, so nobody can respond to them directly:
- Summoning a monster
- Tributing
- Changing a monster’s battle position
- Paying a cost
If a summon causes an effect to trigger, players can respond to that triggered effect.
When several effects trigger at once
If multiple Spell Speed 1 effects (like Trigger Effects) activate at the same time, they form a chain in this order:
- The turn player’s mandatory effects
- The opponent’s mandatory effects
- The turn player’s optional effects
- The opponent’s optional effects
Each player puts their own effects in any order they choose.
Costs vs effects
Anything you do before the semicolon (;) in card text is a cost or an activation step, and it happens when you activate. Everything after happens when the chain link resolves. Costs aren’t refunded if the activation is negated.
Common mistakes
- Resolving immediately. Always pause for your opponent’s response.
- Responding with Spell Speed 1. Ignition effects and most Spells can’t be chained.
- Answering a Counter Trap with a Quick Effect. Only Counter Traps can respond to Counter Traps.
- Trying to respond to a summon itself. You respond to effects, not to summons.