name: Labyrinth
card_text: Once per turn, during each player's End Phase: Change the battle positions of all face-up monsters the turn player controls.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetHintTiming(0, TIMING_END_PHASE)
  	c:RegisterEffect(e1)
  	--position
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_POSITION)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_END)
  	e2:SetTarget(s.postg)
  	e2:SetOperation(s.posop)
  	c:RegisterEffect(e2)
  end
  function s.postg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, 1, nil)
  	end
  	local g = Duel.GetMatchingGroup(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, nil)
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, nil)
  	Duel.ChangePosition(g, POS_FACEUP_DEFENSE, 0, POS_FACEUP_ATTACK, 0)
  end
  
  
source_text: Labyrinth
  Once per turn, during each player's End Phase: Change the battle positions of all face-up monsters the turn player controls.
target_text: -- Labyrinth
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetHintTiming(0, TIMING_END_PHASE)
  	c:RegisterEffect(e1)
  	--position
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_POSITION)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_END)
  	e2:SetTarget(s.postg)
  	e2:SetOperation(s.posop)
  	c:RegisterEffect(e2)
  end
  function s.postg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, 1, nil)
  	end
  	local g = Duel.GetMatchingGroup(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, nil)
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(Card.IsFaceup, Duel.GetTurnPlayer(), LOCATION_MZONE, 0, nil)
  	Duel.ChangePosition(g, POS_FACEUP_DEFENSE, 0, POS_FACEUP_ATTACK, 0)
  end
  
  