Author's note:
So while I was scripting a couple of the upcoming duels, I realized that some moments in them can be confusing because of how the card Turn Jump works so before I put out the next chapter I want to preemptively explain how I'm interpreting the card so there isn't any confusion. For those who aren't aware Turn Jump is a quick play spell used by Yugi Muto(just to clarify Atem doesn't use this card) Turn Jump when activated and resolved will move the current turn into it's end phase and then have all duelist involved in the duel play three turns (during a 1vs1 duel that means a total of six turns pass) during which the only action they are allowed to perform is ending their turn, the duel will then resume during the player whose turn it was when Turn Jump was activated during the same phase. Now what does that mean for certain card interactions, well cards that were activated prior to Turn Jump that either count turns or count phases or resolve in certain phases that would resolve before the last set of turns resolve normally but do not start chains and cannot be responded to on account from both players only being able to pass the turn during the duration of Turn Jump's effect.
For example: if Player A activates Into the Void during their main phase but then during the battle phase of the turn Player B activates Turn Jump, Player A will have to discard his/her hand because the end phase of the turn when he/she played Into the void will have occurred. So in this example Player A will then resume his/her battle phase after Turn Jump has finished resolving but now will have no cards in hand. It's important to note that in this example any card Player A discards that would activate when discarded does not on acount of both players only being unable to commit any action other than ending their turn.
Hopefully this will explanation will prevent confusion when Turn Jump makes it's appearance.
