Trap Card

(Redirected from Traps)

Trap Cards (Japanese: トラップカード Torappu Kādo) are a type of cards that can be used to apply effects in the opponent's turn, but must first be set from the hand for a turn before they can be used. Their card frame is colored in purple.

Contents

CharacteristicsEdit

TCG/OCGEdit

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 effectsEdit

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:

Interactions with effectsEdit

Rush DuelEdit

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. This even applies to Trap Cards imported from the OCG/TCG that originally could be activated at any timing e.g. "Fish Depth Charge". 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.

TypesEdit

Trap Icon Characteristics
Normal N/A[a] N/A
Continuous   Remains face-up on the field after activation.
Counter   Are Spell Speed 3.

Anime/manga onlyEdit

ExamplesEdit

TCG/OCGEdit

Rush DuelEdit

CarddassEdit

IconsEdit

These are icons used to represent Trap Cards.

TCG/OCGEdit

Rush DuelEdit

TriviaEdit

  • 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.
  • In the original Yu-Gi-Oh! manga, Trap Cards took over a year to debut compared to Monster Cards and Spell Cards, not appearing until the Duelist Kingdom arc. Trap Cards did not appear at all in the Duels of the School and Death-T arcs. (Specifically, Monster Cards debuted in chapter 9 on November 25, 1996; Spell Cards debuted in chapter 10 on December 2, 1996; and Trap Cards debuted in chapter 60 on December 15, 1997.)
    • Trap Cards also do not appear at all in the first video game adaptation of Yu-Gi-Oh! Duel Monsters (December 1998).
    • Separately, several early cards that are Trap Cards in the OCG/TCG were Spell Cards in the original adaptations, such as "Magical Hats".

In other languagesEdit

"Trap Card" in languages other than English
Language NameRomanized
French Carte Piège
German Fallenkarte
Italian Carta Trappola
Portuguese Card de Armadilha
Spanish Carta de Trampa
Japanese トラップカードTorappu Kādo
トラップカード (kana)
罠カード (base)
Korean 함정 카드Hamjeong Kadeu
Chinese (Traditional and Simplified) 陷阱卡Xiànjíngkǎ
"TRAP" in languages other than English
Language NameRomanized
French PIÈGE
German FALLE
Italian TRAPPOLA
Portuguese ARMADILHA
Spanish TRAMPA
Japanese トラップTorappu
Korean 함정Hamjeong

See alsoEdit

NotesEdit

  1. Some video games use an empty   symbol in menus for filtering and sorting cards.