Yes, this is one of the main advantages of a Quickplay Spell. But to activate it in the opponent's turn, it must have been Set on the field in the previous turn.
Spells can be field spell, quick-play and countinous. An normal one is activated only in main pharses. YOU can choose to set spells down to trick your openment. Quick plays can be activated from your hand, or you can set quick plays down and use them on your openments turn. note that only quick plays can be activiated on others turn. continous are activated, and can stay on the field until one player destroys it. field spells are like continous, except that they go to the field spell section and that only one out of both can be activated. when one field spell is activated, the previous one goes to the grave. traps can be counter and continous. traps ( normal) can be activated when you set them down, at anytime. However, they cannot be activated the turn you set them in. Counters are like a normal trap, except they negate other affects. for example, seven tools of the bandit. Continous traps are like normal traps and continous spells combined. the cannot be activated thhe turn they where set in. but once activated, it stays on the field until destroyed. technically, that is the whole concept of traps and spells!
Activated monster effects can be broken down into Quick, Trigger and Ignition. A triggered effect will say 'When <something>, <do something>. You activate these whenever the condition is met, regardless of whose turn it is. Quick Effects are Spell Speed 2 effects and can be used in either turn also. Many of them can only be used in the opponent's turn. You can recognise a Quick effect by various ways - if it specifically says it can be activated in the opponent's turn, then it must be Spell Speed 2. If it chains to other activations, such as effects that negate others, then it is a Quick Effect. If it is used in any other phase than the main phases, then likewise it must also be Quick and can therefore be used in either turn. If the effect has nothing to identify it as either of the the above, then it is an Ignition Effect. These are spell speed 1, and can only be used in your own main phases.
It depends on what the effect is.If it is a Quick Effect, or a Triggered Effect, then it can be used once in either turn.If it is an Ignition Effect (which it will be if it doesn't specifically respond to something, or specifically say it can be used in the opponent's turn) then it actually means 'Once per your turn'. While confusing, it'd technically be redundant to say 'once per your turn' on an Ignition Effect, they can only be activated in your own turn anyway.
During your turn, you can play a Quick-play Spell from your hand during Main Phase I or II. During your opponent's turn, you can activate it only if it is already Set on your field. Like all Spells, you play a Quick-play Spell in the Magic & Trap Card Zone. When played, its effect is activated immediately like most other card effects.
Yes. There's no requirement for a Quickplay Spell to be previously set on the field, for it to be activated at any part of your turn. You can add it to a chain in progress in any phase, from hand, as long as it's your turn.
You can if it is a Quick-Play Spell.Normal Spells cannot be activated.
Yes, it is a Quick Effect and can be activated in either player's turn.
you put the opponets head in your arm and then turn and fall
Yes, they can. If you want to activate a Quick Play card in your opponent's turn though, you need to have Set it on the field in one of your turns.
Spells can be field spell, quick-play and countinous. An normal one is activated only in main pharses. YOU can choose to set spells down to trick your openment. Quick plays can be activated from your hand, or you can set quick plays down and use them on your openments turn. note that only quick plays can be activiated on others turn. continous are activated, and can stay on the field until one player destroys it. field spells are like continous, except that they go to the field spell section and that only one out of both can be activated. when one field spell is activated, the previous one goes to the grave. traps can be counter and continous. traps ( normal) can be activated when you set them down, at anytime. However, they cannot be activated the turn you set them in. Counters are like a normal trap, except they negate other affects. for example, seven tools of the bandit. Continous traps are like normal traps and continous spells combined. the cannot be activated thhe turn they where set in. but once activated, it stays on the field until destroyed. technically, that is the whole concept of traps and spells!
regular spell cards can be activated only on your turn, quick play spell cards can be set then activated during your opponents or your turn, and spell cards with the infinity sign are treated like regular spell cards but stay on the field until it is destroyed traps cannot be activated from you hand they must first be set then activated on your next turn or your opponents turn knowing when to activate these spell or trap cards is tricky you have to know when to activate them or they will end up not helping you out at all
Activated monster effects can be broken down into Quick, Trigger and Ignition. A triggered effect will say 'When <something>, <do something>. You activate these whenever the condition is met, regardless of whose turn it is. Quick Effects are Spell Speed 2 effects and can be used in either turn also. Many of them can only be used in the opponent's turn. You can recognise a Quick effect by various ways - if it specifically says it can be activated in the opponent's turn, then it must be Spell Speed 2. If it chains to other activations, such as effects that negate others, then it is a Quick Effect. If it is used in any other phase than the main phases, then likewise it must also be Quick and can therefore be used in either turn. If the effect has nothing to identify it as either of the the above, then it is an Ignition Effect. These are spell speed 1, and can only be used in your own main phases.
It depends on what the effect is.If it is a Quick Effect, or a Triggered Effect, then it can be used once in either turn.If it is an Ignition Effect (which it will be if it doesn't specifically respond to something, or specifically say it can be used in the opponent's turn) then it actually means 'Once per your turn'. While confusing, it'd technically be redundant to say 'once per your turn' on an Ignition Effect, they can only be activated in your own turn anyway.
During your turn, you can play a Quick-play Spell from your hand during Main Phase I or II. During your opponent's turn, you can activate it only if it is already Set on your field. Like all Spells, you play a Quick-play Spell in the Magic & Trap Card Zone. When played, its effect is activated immediately like most other card effects.
Yes. There's no requirement for a Quickplay Spell to be previously set on the field, for it to be activated at any part of your turn. You can add it to a chain in progress in any phase, from hand, as long as it's your turn.
You can only do so in your turn. You may do so during Main Phase like a normal Spell Card. You can also do so to start a Chain. For example, if your monster attacked and your opponent activated Mirror Force, you can Chain My Body as a Shield from your hand. If you plan to activate a Quick-play Spell Card during your opponent's turn, however, you must Set your Quick-play Spell Card during your Main Phase.
Your turn signal should be activated one block from the intersection you are going to turn into.