Yu-Gi-Oh! Rush Duel



'Yu-Gi-Oh! Rush Duel' is a collectible card game derived from the well-known Yu-Gi-Oh! card game, first released in 2020 alongside the sixth spin-off to Yu-Gi-Oh! Duel Monsters, Yu-Gi-Oh! SEVENS.

While most of its rules are exactly the same as the official card game's, some modifications were made to ensure a simpler, fast-paced gameplay that is more enticing to younger audience and older players who are looking for a lighter game that can be picked up and played easily. Due to the different design philosophies and card layout, Rush Duel cards and OCG cards are not interchangeable.

Major changes from the official card game include:


 * Each player has 3 Monster Zones and 3 Spell/Trap Zones.
 * Each player starts the Duel with 4 cards in their hand.
 * Each turn, during their Draw Phase, the turn player draws until they have 5 cards in their hand. If they already have 5 or more cards in their hand, they draw 1 card instead. There is no limit to hand size. The player who goes first still get their first turn Draw Phase.
 * If a player couldn't draw a required amount of card(s) from their Deck, they lose.
 * Standby Phase and Main Phase 2 are nonexistent.
 * Each player can Normal Summon/Set as many monsters as they possibly can each turn. Level 5 or higher monsters still require their respective amount of Tributes.
 * Certain mechanics such as Trigger Effects, Quick Effects, hand-based Ignition Effects, GY-based Ignition Effects and Banishing are absent to simplify the game. Additionally, all activated effects are limited to once per turn per that card's instance (exactly like the OCG's "Once per turn: ..." clause).
 * Completely brand new Types of monsters, the Cyborg, Magical Knight, High Dragon, Omega Psychic and Celestial Warrior are added for Rush Duel. So far, all these Types are exclusive to certain Fusion Monsters, and are specifically shown to be the results of the Fusion Dance that ensued in their creation.
 * A completely brand new type of monster, the Maximum Monster, is added exclusively for Rush Duel. Maximum Monsters come in sets of 3 separate monsters, each of them are able to function as standalone monsters when needed; however, if a player managed to complete a set in their hand, they can Maximum Summon all 3 as a single powerful monster, in which case it enters Maximum Mode. In Maximum Mode, Maximum Monsters don't possess DEF (and thus can't become Defense Position) and use the MAXIMUM ATK printed on the central monster instead of their normal ATK value.
 * So far, the only returning Extra Deck Special Summon mechanic is Fusion, and it was handled differently from its OCG counterpart. To differentiate it from OCG's "Yuugou", the mechanic is called "Fusion" with Gratuitous English, with their main Fusion Summoning Spell being Fusion instead of Polymerization.
 * A subset of cards called Legend Cards are added to the game. These are powerful and iconic cards from the OCG that are imported to Rush Duel environment. Due to their sheer power, only 1 Legend Card, full stop, is allowed on each Deck (exactly like DUEL LINKS' "Limited 1" rule).

Aside from the rule adaptations, Rush Duel cards are also designed much more differently, with simplified text boxes that separate the effect's requirement and execution, a larger art box, a simpler Level indicator, and a generally more stylized layout.

While the format is set to debut internationally in Fall of 2021 through the video game Yu-Gi-Oh! Rush Duel Saikyo Battle Royale, the physical game itself is currently exclusive to Japan and Korea only.


 * Action Girl: As per series tradition, many of the female monsters fall into this category. Some examples:
 * Most members of Romin's Psychic Musician series.
 * In relation to the above, most Psychic-Type monsters also count, especially those who are part of the "secret agent" storyline such as Agent Telepath, Silent Assassin and Handy Lady.
 * All the non-mech members of the Music Maiden series also count.
 * About half of the members of the Flower Fang series.
 * Actionized Sequel: The game design encourages the player to Summon monsters en-masse and generally play more aggressively, in contrast to the complex aggro-, combo- and control/negation-based gameplay of the OCG.
 * Always a Bigger Fish: The artwork of Killer Bite Ball shows local Sea Monster Warfish Sharkmegalon attempting to devour a school of fish, not realizing that a bigger school of fish is attempting to engulf the giant shark. The artwork of Grand Extreme further expands on this, showing that the school of fish that attempted to attack Sharkmegalon is also on the receiving end of this trope from none other than the Sea Dragon King itself.
 * All Your Powers Combined:
 * Sevens Road Magician can gain 300 ATK for each monster with different Attributes in your Graveyard. Naturally, the more varied monsters you have in your Graveyard, the more powerful Sevens Road Magician can become.
 * Its Fusion evolution Sevens Paladin the Magical Knight upgrades this effect, which now boosts his ATK by 400 and also counts your opponent's Graveyard as its source.
 * On their own, Maximum Monster pieces are basically Normal Monsters, since their effects require them to be in Maximum Mode. However, once Maximum Summoned, they enter Maximum Mode, and as one big monster, gain all 3 of their effects at once.
 * Dayu Ahez the Mirror King of Chairs has a natural 0 ATK, but her effect lets you shuffle any amount of monsters with 0 ATK from your GY into the Deck to increase her ATK by 300 for each, until the end of the turn. Since there's no limit on how many monsters you can shuffle to buff her up, the amount of ATK gain can get into absurd heights with the proper setup.
 * Antbellion of the Rebellion can increase the ATK of all Insects with 100 or less ATK (including itself) by 800 for each monster you control. Due to the limited space for monsters, the maximum ATK it can reach through its effect alone is set at 2500, the "cap" for all Level 7 to 8 monsters in Rush Duel.
 * Anti-Frustration Features:
 * The card layout placed the ATK/DEF values in a better spot and printed them with a bigger font, which helped a lot with visibility.
 * The card layout also revamped the Level value to be displayed in one readable number instead of a set of Stars to make it much easier to read.
 * An effect's requirement/cost and execution are properly separated, and "this card's requirement" and "this card's effect" are now classified as actual term in effect wording to make deciphering effects much easier.
 * Anti-Magic:
 * Almost all Types have their own specific in-theme Spells that mainly function to remove the opponent's Spells and Traps. These range from costless cards that do just that (like Fire Dragon's Heatflash), to cards that require more setup but grant additional boons after use (like Avian Spell Strategy).
 * Hammer Crush can be used in all Decks without any additional restrictions, and only requires the generic "discard 1" cost.
 * Classic anti-Trap monster Jinzo returns as a Legend card.
 * Dragonic Slayer can destroy an opponent's Spell/Trap if you control another Level 7 or higher Dragon monster.
 * Armor-Piercing Attack: Piercing damage functions exactly the same as it does in the OCG, and Rush Duel even has multiple generic Pierce-enabling Spells designed to suit different needs.
 * Piercing! is the standard "what you see is what you get" card, which enables a monster you control to inflict piercing damage for the turn.
 * Greater Piercing!! requires you to discard 1 card to activate, but it allows 2 monster you control with the same Level to both inflict piercing damage for the turn.
 * 10sion MAX!!! requires you to specifically discard 1 monster to activate, but enables a monster you control to inflict piercing battle damage for the turn, while also giving it a 400 ATK boost. Additionally, if you choose a Level 10 monster for this, you'd get to burn your opponent for 1000 damage.
 * Authority Equals Asskicking: The Fiendish Commander monsters.
 * Back from the Dead:
 * Classic monster recovery cards Monster Reincarnation and Monster Reborn return as Legend cards.
 * Clown Clock Heart lets you revive one of Winged Beast's bosses, Phantom Dove Night Vision, if your opponent Normal Summons while you control a Winged Beast.
 * Libanty Flag allows you to Special Summon an Insect with 100 or less ATK from your hand or Graveyard when your opponent Normal or Special Summons a monster.
 * Super King Rex can revive a Level 6 or lower Dinosaur Normal Monster from your GY during the turn it was Normal or Special Summoned.
 * Badass Normal:
 * Almost all Types have their own Level 4 Normal Monsters with 1500 ATK and very low DEF. Examples include Masaki the Legendary Samurai General, Hero of the Yeast, Connector Dog and Saikyo Flag Beast Avan Wolf.
 * Vorse Raider, Cyber-Tech Alligator and Summoned Skull all returned as Legend cards.
 * The "Duel Monsters trio" Dark Magician, Blue-Eyes White Dragon and Red-Eyes Black Dragon all appear as Legend cards with their own sets of personalized support cards.
 * The Level 4 Normal Monsters related to Imaginary Actor all have pretty good stats for their Level. And when fused with Actor, they become even stronger.
 * Beast of Battle: Beast monsters. Examples include Gazelle the King of Mythical Beasts, Whirlwind Phantom Beast Pazuzu and Seis the Mighty King of Bestial Wings.
 * Black Magician Girl:
 * Good ol' Dark Magician Girl makes a return, with her effect buffed due to Dark Magician being a Legend card, and thus harder to gain access to.
 * Sevens Road Witch, who accompanies Sevens Road Magician as counterparts to the above.
 * Blow You Away: WIND monsters. Examples include Sylphydra, Windcaster Torna, Arzareth the Sweeping Wind and Air Formula Eagle.
 * Cast from Hit Points: As per usual, some effects require payment in the form of LP to use.
 * Big Creepy-Crawlies:
 * Classic Insect beater Flying Kamakiri #2 enters the Rush Duel environment with a buzz, and its artwork still showcases how big it is.
 * Metal Armored Ant is freakishly huge. Thankfully unlike its OCG cousin, it seems less aggressive and prefer to stay on the defensive... as long as you behave in its forest home.
 * Casting a Shadow: DARK monsters. Examples include Dark Sorcerer, Silent Assassin, Sevens Road Magician and Phantom Dove Knight Vision.
 * Color-Coded for Your Convenience:
 * Each of the "Element Sorcerers" are color-coded based on the Attribute they specialize in.
 * Each member of the Sevens Road series are given individual colors.
 * The Accel duo Wonder Supra and Wonder Flare look almost identical, with their main difference being their individual color schemes.
 * Combining Mecha: Super Magitek Deity Magnum Over Road actually comprises of 3 smaller mechs that combine into 1 when Maximum Summoned.
 * Cute Witch:
 * Sparkhearts Girl fits the stereotypical description of the trope.
 * Despite the name and first impression, Whispering Fairy is actually a Spellcaster.
 * The two above monsters can then fuse into Whispark Fairy Girl, which mostly takes its appearance from the former.
 * Cyborg: The Cyborg-Type, most notably the Metallion monsters, which are Fusions that resulted when Imaginary Actor fuses with certain monsters.
 * Cyberspace: Cyberse monsters.
 * Most prominently the Tron series, which evolves through Viskam Nanotron, Picock Hightron, Femtron, Attron, Zeptron and Yoctron (in that order) to reach singularity and grow into Yggdrago the Heavenly Emperor Dragon Tree.
 * The Explosive Supremacy manga also introduced Berceptacle Mani as an alternative boss monster for the Type that isn't related to Yggdrago. Neiru's structure deck would later introduce Sigilstate Sol, which served as Mani's counterpart. Both of them are based off Norse mythology, with Mani being the personification of the Moon and Sol being the personification of the Sun.
 * Dinosaurs Are Dragons: Generally averted, with Dinosaurs and Dragons being separate Types with distinct general design and niches. The only thing closest to being an example is Stock Buster the Terrorstriking Dragon.
 * Discard and Draw:
 * Almost all Types have their own specific monsters that grant the player a draw in exchange of discarding a monster of that Type. Examples include Crafter Drone, Mystic Dealer and Future Diviner.
 * When there are 3 or less monsters in the owner's Graveyard, Amazing Dealer's effect lets the owner discard 3 cards and draw 3 cards by paying 300 LP.
 * Dishing Out Dirt: EARTH monsters. Examples include Flower Fang Beauty Gekka, Shovelong the Mythic Sword Warrior, Mega Elephant the Mobile Beast Cavalry and Super King Rex.
 * Everything's Worse with Wolves: Including but not limited to Lone Wolf Gallium, Saikyo Flag Beast Avan Wolf and Silver Wolf. Classic lupine monster Silver Fang also makes a return. Whether things become worse with them around depends on whether you're running them or running away from them.
 * Exactly What It Says on the Tin:
 * Most of the classic basic Field Spells return, including but not limited to Forest, Mountain and Wasteland. A newcomer also came in the form of Outer Space.
 * "Piercing!" grants a monster you control the ability to deal piercing damage.
 * The Sushi Angel series is exactly that.
 * The Spell Card Fusion lets you Fusion Summon a Fusion Monster by sending its face-up Fusion materials from your side of the field to the GY.
 * Fusion Dance: Fusion Monsters make a return in Rush Duel, and so far is the only Extra Deck monster. Unlike the OCG which uses Polymerization as their primary Fusion Summoning card, Rush Duel uses Fusion instead. Additionally, certain Fusion Monsters are special, as they possess new Types that seem to result from the Fusion of their material's respective Types, and a special kind of effect called the Multi-Choice Effect, which lets the user choose between 2 different executions of the same effect.
 * Machine + anything else = Cyborg
 * Spellcaster + Warrior = Magical Knight
 * Dragon + Dragon = High Dragon
 * Psychic + Psychic = Omega Psychic
 * Warrior + Fairy = Celestial Warrior
 * Geo Effects: Field Spells as usual, and even more now that they are currently the only source of continuous buffs, and the simplified design removes Ignition effects from them.
 * Green Thumb: Plant monsters. Examples include Baked Bean Soldier, Flower Fang Warrior Rindo and Grass.
 * Humongous Mecha:
 * One of the two first Maximum Monsters, Super Magitek Deity Magnum Over Road.
 * Shining Black Corporate King Arktalk the Corrupt and its Fusion upgrade Shining Black Corporate King Great Arktalk the Corrupt.
 * Instant Awesome, Just Add Ninja:
 * The Flower Fangs are Plant-based ninjas.
 * The Masked Fiery Noodles are noodle-based Pyro ninjas.
 * Labcoat of Science and Medicine: The Chemical Cure duo and their Fusion.
 * Lava Adds Awesome: Acuvolcano and Magmax Mantle-Ayurveda.
 * Light'Em Up: LIGHT monsters. Examples include Luminous Shaman, Star Battle Knight Nessoth, Dragias the Striking Dragon and Saikyo Battle Flag Ace Breaker.
 * Magic Knight: The Magical Knight monsters, which seem to have resulted when a Spellcaster fuses with a Warrior.
 * Magitek: Super Magitek Deity Magnum Over Road.
 * Make Me Wanna Shout: Royal Demon's Shout and Royal Demon's Death Voice.
 * Making a Splash: WATER monsters. Examples include Washing Musketeer Washooter, Aqua Sorcerer, Survival Swordfish and Ice Age Catapult.
 * Multiple Head Case:
 * Yggdrago the Heavenly Emperor Dragon Tree has three heads, and each of them can act on their own as separate monsters outside of Maximum Mode.
 * Also Triad Drago.
 * Dosodon is a two-headed Dinosaur.
 * Musical Assassin:
 * The Psychic Musician, Royal Demon's and Thunderbeat series. Incidentally, the users of these three themes are part of the same rock band in the SEVENS anime.
 * Also the Music Maiden series, which combines deadly musical instruments and Chinese martial arts.
 * Nerf:
 * Most of the Legend cards are regular cards in the OCG, but in here they're limited to a total of 1 per Deck. Justified, since the lower power scaling of Rush Duel would cause them to straight up break the game otherwise.
 * In Rush Duel, even if there are 2 or more legible Traps that can be activated in a scenario, only 1 of them can be activated.
 * Traps in general are designed to be less flexible and more reactive. So far, all Traps in Rush Duel have some kind of requirements and/or cost, with Traps that "always live" being absent.
 * The primary Fusion Summoning card for Rush Duel, Fusion, requires all materials to be face-up on the field. This usually won't be a problem, unless your Monster Zone is full with non-materials or a Fusion Monster asks for a Level 5 or higher monster.
 * Played with the Dark Magician Girl. On one hand, "Dark Magician" being Legend and "Magician of Black Chaos" being unmentioned in her text (which would imply him being Adapted Out) mean that she would find it harder to get her ATK boost going. On the other hand, the ATK boost itself is buffed to give her 500 ATK instead of 300 (making her effect more similar to her original manga counterpart) which combined with Rush Duel's lower power ceiling, would make a more potent beatstick even with just 1 "Dark Magician" in the GY.
 * Nigh Invulnerability:
 * Certain cards like Ancient Barrier grant your monsters immunity to destruction from your opponent's Traps.
 * Most Maximum Monsters have innate Trap destruction immunity, which coupled with their high MAXIMUM ATK, may cause them to be quite difficult to get rid of once they hit the field. Great Imperial Dinocarriage Dynarmix takes this even further, being also immune to battle destruction against Level 7 or lower monsters.
 * Our Angels Are Different: Downplayed with the Sushi Angels, most of which look fairly identical to the stereotypical (if a little stylized in this game) Christian angels, except with sushi-themed costumes and implements.
 * Our Dragons Are Different:
 * Bunker Strike the Thrustriking Dragon looks positively mechanical, complete with what looks like an electric cable sprouting from its back.
 * Stock Buster the Terrorstriking Dragon looks more like a Dinosaur than a Dragon.
 * The Wyrms continued the OCG's tradition of being "Dragons but not really" in this game. It's even lampshaded in the SEVENS anime.
 * The High Dragon monsters seem to have resulted from 2 Dragons fusing with each other.
 * Petting Zoo People:
 * Beast-Warrior monsters. Examples include Savage Claw Tiger and the Beast Gear World series.
 * Despite being a Beast-Type, Harami Kushiro the Shichirin Samurai also counts by his design.
 * Playing with Fire: FIRE monsters. Examples include Phoenix Dragon, Bombird, Baked Bean Soldier and Fullmeteor Impact.
 * The Power of Rock: A good number of cards from the Royal Demon's and Psychic Musician themes utilize this.
 * Pun: While a long-standing tradition in the franchise as a whole, most cards used by Gakuto, as well as many cards relating to them, turn the wordplay games Up to Eleven.
 * Rule of Three: Amazing Dealer lets his controller pay 300 LP to discard 3 cards and draw 3 cards as long as their GY has 3 or less monsters.
 * Sea Monster: Warfish Sharkmegalon and Sea Dragon King Granganoth are standard examples.
 * Shoulder-Sized Dragon: Or well, Palm-Sized Drago.
 * Spell My Name with a "The":
 * The Fire Dragon isn't just "a" Fire Dragon, it's THE Fire Dragon. The name is also a pun on "Sapphire Dragon", which is the Japanese name to the card we know in the TCG as Luster Dragon.
 * Still from the draconic side of things, now we also have The☆Dragon and its related cards.
 * Stone Wall:
 * Almost all Types have their own Level 1 Normal Monsters with 0 ATK and 1400 DEF. Examples include Stray Familiar, Howling Bird, Babysitter Goat and Grilled Pangolin.
 * Both Millennium Shield and Mystical Elf return as Legend cards.
 * Summon Magic: Beast Summoner can send herself to the GY to Special Summon a Level 7 or lower Beast, Winged Beast or Beast-Warrior monster from your hand.
 * Zerg Rush: The fact that each player draws more cards during their Draw Phase the more cards they vomited from their hand on their previous turn, this happens quite often with low-Level monsters.