Trap Card
Trap Card | |||
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Japanese |
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Japanese (ruby) |
トラップカード (symbol: トラップ) | ||
Japanese (base text) |
罠カード (symbol: 罠) | ||
Japanese (romanized) |
Torappu Kādo (symbol: Torappu) | ||
English |
Trap Card (symbol ruby: TRAP) | ||
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Lists |
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Trap Cards (Japanese:
Contents
Characteristics[edit]
TCG/OCG[edit]
Trap Cards are played in the Spell & Trap Zones.
Trap Cards must first be Set before they can be activated, and cannot be activated in the same turn they are Set.
The activation of Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3.
At the resolution of its activation, a Trap Card resolves the "primary effect" written as the first sentence of its card text, if it has any.
After activation and resolution, Trap Cards are sent to the Graveyard, with the exception of Continuous Trap Cards, which remain face-up on the field.
Secondary effects[edit]
Trap Cards may describe effects that do not apply once on the card's activation, and instead follow their own activation and application parameters.
These effects can be informally categorized based on classifications of monster effects:
- Continuous-like Effect: An effect that continuously applies while the Trap Card is face-up on the field.
- Quick-like Effect: A Spell Speed 2 activated effect that the player can freely activate in both players' turns; the activation is Spell Speed 2 even for Counter Trap Cards.
- Trigger-like Effect: A Spell Speed 1 activated effect that the player can activate after certain actions have occurred.
- Unclassified effect
Rush Duel[edit]
In Yu-Gi-Oh! Rush Duel, only Normal Trap Cards exist. Trap Cards cannot be Chained; all Trap Cards have activation requirements and can only be activated at a specific timing, and only 1 Trap Card can be activated at each timing. If both players have a Trap Card that can be activated at the same timing, then the non-turn player chooses whether to activate a Trap first, and if they do not, then the turn player can activate a Trap. If a Trap Card's activation requirement is for another card or effect to be activated, then it can be activated only after that card finishes resolving.
Types[edit]
Trap | Icon | Characteristics |
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Normal | N/A[a] | N/A |
Continuous | Remains face-up on the field after activation. | |
Counter | Are Spell Speed 3. |
Anime/Manga only[edit]
- Equip Traps, Yu-Gi-Oh! R manga only.
- Field Traps, Yu-Gi-Oh! R manga only.
Examples[edit]
Normal Trap Card ("Floodgate Trap Hole")
Continuous Trap Card ("Vanity's Emptiness")
Counter Trap Card ("Solemn Strike")
Icons[edit]
These are icons used to represent Trap Cards.
TCG/OCG[edit]
- TRAP-PT.svg
Portuguese
- TRAP-KR.svg
Korean
Rush Duel[edit]
Interactions with effects[edit]
- Card effects can allow Trap Cards to be activated during the turn they are set.
- Card effects can allow Trap Cards to be activated from the hand, without needing to be first set.
- Card effects can Special Summon Trap Cards as monsters, as if they are Monster Cards.
Trivia[edit]
- In Turbo Duels during the Yu-Gi-Oh! 5D's anime, because the use of non-Speed Spell Spell Cards is restricted, duelists generally have a higher amount of Trap Cards in their Decks.
Notes[edit]
- ↑ Some video games use an empty symbol in menus for filtering and sorting cards.