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# 9. Summon Procedure

## 9.1 Turn-Based Summon

9.1.1 Confirm that at least one Arena Space is empty. If none is empty, use [Section 7.2](/comprehensive-rules-1.0.0/game-flow/07-game-end-and-concession.md).

9.1.2 Step 1 permits at most one successful Turn-Based Summon. If the Active Player has at least one Momon in Hand that can legally be Summoned, the Active Player chooses exactly one of those cards and one empty legal Arena Space. If the Active Player has one or more cards in Hand but no legal card-and-Space combination exists, no card is Summoned, no turn-based Snatch Check occurs, and the turn proceeds to the End Step. The turn still counts. An Effect-Based Summon performed before or after this procedure does not consume, replace, or increase the one-Summon limit of Step 1.

9.1.3 Move the chosen card to that Space face-up, oriented toward its Owner.

9.1.4 Place a Marking Token showing the Active Player. The Summon is now complete.

9.1.5 Perform State-Based Conditions, collect On Summon triggers, choose their targets and other required choices, and resolve the Trigger Queue.

9.1.6 After the Queue is empty, perform the Summoned Momon’s Snatch Check.

## 9.2 Void Fallback Summon

9.2.1 If the Active Player has no card in Hand, and at least one card is in that player’s Void, the Void Fallback Summon replaces the normal choice from Hand.

9.2.2 Turn every card in that Void face-down, randomize the entire Void so no player can track card positions, and allow the opponent to select one card at random without inspecting it.

9.2.3 Reveal the randomly selected card. The Active Player then chooses a legal empty Arena Space for that revealed card and Summons it under [rules 9.1.3](/comprehensive-rules-1.0.0/game-flow/09-summon-procedure.md) through [9.1.6](/comprehensive-rules-1.0.0/game-flow/09-summon-procedure.md).

9.2.4 If the revealed card has no legal Arena Space, return it to the Void face-down, randomize the entire Void, no card is Summoned, no Snatch Check occurs, and the turn proceeds to the End Step.

9.2.5 If the Active Player has no card in Hand or Void, no card is Summoned. Continue the turn with no Snatch Check, then proceed to the End Step. The turn still counts.

## 9.3 Effect-Based Summon

9.3.1 An Ability may Summon a Momon only if its instruction identifies or permits a source zone and a legal empty Arena Space exists.

9.3.2 The player instructed to Summon chooses the card and Space unless the Ability specifies them.

9.3.3 An Effect-Based Summon never replaces, counts as, or increases the Turn-Based Summon permitted by Step 1. This remains true whether the Effect-Based Summon occurs before or after the Turn-Based Summon in the same turn.

9.3.4 A successful Effect-Based Summon is a Summon Event. It places the card face-up in the chosen legal Arena Space and gives it a Marking Token showing the player who Summoned it. The Summon Event then creates On Summon triggers normally. Those triggers remain valid as triggered events even if the Summoned Momon leaves the Arena before the triggers resolve; resolution still rechecks any required Source, Target, Object, and legality conditions.

9.3.5 An Effect-Based Summon does not automatically perform a Snatch Check. A Snatch Check occurs only when the Ability or another rule expressly instructs one. On Summon does not imply a Snatch Check.

9.3.6 If an Ability instructs the game to Summon more than one Momon, process each instructed Summon as a separate Summon instruction. Each successful instruction requires its own legal card-and-Space combination, creates its own Summon Event, and creates its own On Summon triggers. A failed instruction does not make another instruction succeed, and no instruction may use the Turn-Based Summon limit more than once.

## 9.4 Failed or Impossible Summon

9.4.1 A player must choose a legal card and Space if at least one legal combination exists.

9.4.2 If no legal card-and-Space combination exists when a Summon instruction resolves, that Summon instruction fails and does nothing. Do not move a card, place a token, create a Summon Event, or create On Summon triggers. A failed Summon does not consume the Turn-Based Summon permitted by Step 1.

9.4.3 A Summon is successful only when the card has entered the Arena, occupies the chosen Space, and has received its Marking Token. If any required part cannot be completed, the instruction fails and the incomplete action is reversed where necessary to preserve the pre-instruction game state.

9.4.4 An Effect-Based Summon that fails because the Arena is full does not cause the Full-Arena End condition by itself. Full-Arena End is checked under [Section 7.2](/comprehensive-rules-1.0.0/game-flow/07-game-end-and-concession.md) when the Active Player reaches the next turn-based Summon Step.


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