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Activate: Misc

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Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Activate is a level 1 Puppetmaster ability in Final Fantasy XI. Using the ability will call forth the player's automaton. It is an instant self-cast spell that can be reused after twenty minutes.


This article uses material from the "Activate" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Yugioh

Up to date as of February 05, 2010

From Yu-Gi-Oh!

To activate an effect is to have the effect start a Chain Link. This goes for Effect Monsters, Spell Cards, and Trap Cards. Continuous Effects never activate, since they never start Chain Links.

To activate a Spell or Trap Card is to have it start a Chain Link by playing it to the field face-up. That is, to activate a Spell or Trap Card is to play it from your hand face-up, or to have the card face-down on the field and flip it face-up. Monster Cards cannot be activated.

Note that activating a card is different from activating the effect of a card. For example, some effects - like "Magic Jammer" and "Skilled Dark Magician" - only apply to when a Spell Card is activated, but do not apply when the effect of a Spell Card is activated.

See Also: Chains, Activation, and Resolution.
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This article uses material from the "Activate" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

YCM

Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

To Activate a card is to use its effect. This goes for Effect Monsters, Spell Cards, and Trap Cards.

When a card is activated, it automatically becomes "Chain Link 1". If the other player chooses not to counter with a "Chain Link 2", then that Chain resolves normally with only one link.

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This article uses material from the "Activate" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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