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Double Tuning

File:Double Tuning.png
**Double Tuning** (also sometimes referred to as **Overtuning**) is a kind of Synchro Summon for which two Tuner monsters are used, rather than the usual one.

## Monsters that require Double Tuning

So far, the only monsters that require this method of Summoning are:

## Optional use of multiple Tuner monsters

Double Tuning is also possible with some Synchro Monsters that do not specify that the monsters other than the required Tuner must be non-Tuners.

"XX-Saber Gottoms" must be Synchro Summoned using a Tuner and EARTH monsters, but it does not specify that the EARTH monsters must be non-Tuners. Therefore, up to 5 Tuner monsters can be used for its Synchro Summon.

If a specifically named Synchro Material is treated as a Tuner monster, it can be used for the Synchro Summon and result in there being 2 or more Tuner monsters used. For example, if "Stardust Dragon" is treated as a Tuner monster, it can be used as a Synchro Material for the Synchro Summon of "Majestic Star Dragon" or "Shooting Star Dragon" in addition to the necessary Tuner monster. If "Red Dragon Archfiend" is treated as a Tuner monster, "Red Nova Dragon" can be Synchro Summoned using 3 Tuner monsters.

## Example

RedDragonArchfiend-HSRD-EN-C-1E.pngA Level 8 non-Tuner monster +DarkResonator-HSRD-EN-C-1E.pngA Level 3 Tuner monster +ChainResonator-HSRD-EN-C-1E.pngA Level 1 Tuner monster =RedNovaDragon-HSRD-EN-R-1E.pngA Level 12 Double Tuning Synchro Monster
## In the anime

In the anime, this type of Synchro Summon was first seen in Episode 113 of *Yu-Gi-Oh! 5D's*, when Jack Atlas Synchro Summoned "Red Nova Dragon".

In Episode 097 of *Yu-Gi-Oh! ARC-V*, an alternative Jack Atlas used Double Tuning in his Duel against Yuya Sakaki to Synchro Summon "Tyrant Red Dragon Archfiend" .

Visually in both series, this Summoning is represented with the chosen Tuner monsters transforming into rings of fire in place of the usual green rings found in standard Synchro Summoning.
Activate

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* **German**: aktivieren
* **Italian**: attivare
* **Korean**: 발동 (發動) *Baldong*
* **Portuguese**: ativarFormerly: Activar, then activar or ativar
* **Spanish**: activar
* **Chinese**: 發動 *Fādòng / Faat3 dung6*

To **activate** (Japanese: 発（はつ）動（どう） *Hatsudō*, Verb: 発（はつ）動（どう）する *Hatsudō suru*) is to use a card or effect in a way that makes a Chain Link.

## Mechanics

All activated cards and effects have a Spell Speed. Cards and effects cannot be activated in response to cards or effects with higher Spell Speed. Cards and effects also cannot be activated while a Chain is resolving.

To activate a Spell or Trap Card is to play it on the field face-up from your hand or flipped from face-down on the field. Trap Cards and Quick-Play Spell Cards cannot be activated during the same turn they were Set. If the activation of a card is negated, that card will not be treated as being on the field.

To activate an effect is to choose to apply a Trigger or Trigger-like, Ignition or Ignition-like, or Quick or Quick-like Effect. When activating an effect from a location that is not public knowledge, the card that activated the effect is revealed by game mechanics.

Activating a card is distinct from activating its effect. For example, "Magic Jammer" and the effect of "Dark Paladin" can only be activated when the card "Supply Squad" is activated, but cannot be activated when the effect of "Supply Squad" is activated.

## Activation requirements

There are several requirements that must be met in order to activate a card.

* A card or effect can only be activated if that card or effect meets its activation conditions. However, some cards do not have any activation conditions.
	+ For example, "Dark Magic Attack" cannot be activated if the player does not control a "Dark Magician". However, "Harpie's Feather Duster" can, because it has no activation conditions.

* The activation cost for a card or effect must be paid in order to activate a card or effect. However, some cards do not have any cost.
	+ For example, "Twister" cannot be activated if the player cannot pay 500 LP (such as due to having less than 500 LP). However, "Mystical Space Typhoon" can, because it has no cost.

* It is not possible to activate a card or effect if the effect would fail to do anything when it resolved.
	+ For example, "Lightning Vortex" cannot be activated if the opponent does not control any face-up monsters.

* It is not possible to activate a card or effect if it has no valid target.
	+ For example, the effect of "Zombie Master" cannot be activated if there are no Zombie-Type monsters in either Graveyard that can be Special Summoned.

## References

1. ↑ Yu-Gi-Oh Card Database: Does placing a Pendulum Monster in a Pendulum Zone start a chain?
2. ↑ Card Rulings:Meklord Fortress: If the activation of this card is negated, you will be unable to add 1 “Meklord Emperor” monster to your hand.
???

Template:Distinguish

This is a placeholder value used on the Yu-Gi-Oh! Wikia to indicate that the actual information is unknown, such as with some anime and manga cards or cards that have not yet been released. It can be used in a number of fields, including ATK, DEF, Level, Rank, Type, and Attribute.
End Step

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* **German**: End Step
* **Italian**: End Step
* **Korean**: 엔드 스텝 *Endeu Seutep*
* **Portuguese**: Etapa FinalFormerly: End Step
* **Spanish**: End Step
* **Chinese**: 結束步驟 *Jiéshù Bùzhòu / Git3 cuk1 Bou6 zaau6*

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The **End Step** (Japanese: エンドステップ *Endosuteppu*) is the last step in the Battle Phase. It is also commonly referred to in card effects as "the end of the Battle Phase".

The End Step is traditionally entered from the Battle Step, although card effects may force it to be entered from the Start Step instead (such as those of "Electromagnetic Turtle" and "Scrubbed Raid"). If the Battle Phase is skipped to another phase due to a card effect like "Flashbang" or "Neko Mane King", the End Step is never entered.

## Breakdown of the End Step

* Fast effects and appropriate Trigger/Trigger-like Effects may be activated here, such as the effects of "Ancient Forest", "Gladiator Beast" monsters, and "Skull Conductor", as per the rules of fast effect timing.
	+ Cards that would force an extra battle and make that battle proceed to damage calculation, such as "Equip Shot", cannot be activated by this point.
	+ Cards/effects that would negate a future attack, such as "Necro Gardna" and "Hero Barrier", cannot be activated by this point.
	+ Cards/effects that would end the Battle Phase (making the Battle Phase proceed to the End Step), such as "Black Cat-astrophe" and "Electromagnetic Turtle", cannot be activated by this point.

## References

1. ↑ Template:Cite web
2. ↑ Template:Cite web
3. ↑ Template:Cite web
4. ↑ Template:Cite book
5. ↑ Template:Cite web
6. ↑ Template:Cite web
7. ↑ Template:Cite book
8. ↑ Template:Cite web
Extra Monster Zone

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**Extra Monster Zones** (エクストラモンスターゾーン *Ekusutora Monsutā Zōn*, abbreviated ＥＸ（エクストラ）モンスターゾーン in card text) are the 2 Monster Zones in the center of the field in which monsters Summoned from the Extra Deck are placed on the field. These Monster Zones were introduced with the release of *Starter Deck 2017* in the *OCG* and *Starter Deck: Link Strike* in the *TCG*.

If a monster is Special Summoned from the Extra Deck, it must be placed in either a Main Monster Zone a Link Monster points to or an Extra Monster Zone. If a monster is Special Summoned from another location, even if it is an Extra Deck monster, it is Summoned in a Main Monster Zone. If control of a monster in an Extra Monster Zone is changed, it is placed in a Main Monster Zone, even when returning control to its owner. If a monster in an Extra Monster Zone is temporarily banished, when it returns to the field it is placed in a Main Monster Zone.

While an Extra Monster Zone is unoccupied or when a monster is about to be Summoned to that Extra Monster Zone, that zone is not treated as being part of either player's field. While a player controls a monster in an Extra Monster Zone, that zone is considered to be part of that player's field. A single player can only control one monster in an Extra Monster Zone at a time, unless there is an Extra Link to the other Extra Monster Zone.

However, even if the opponent controls both Extra Monster Zones due to an Extra Link, this does not prevent the player from Special Summoning to an Extra Monster Zone by using a monster in one of the Extra Monster Zones as Material (e.g. Special Summoning "Chimeratech Fortress Dragon" using an opponent's Machine-Type Link Monster in the Extra Monster Zone as a Fusion Material).
Draw Phase

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* **German**: Draw Phase
* **Italian**: Draw Phase
* **Korean**: 드로우 페이즈 *Deurou Peijeu*
* **Portuguese**: Fase de CompraFormerly: Draw Phase
* **Spanish**: Draw Phase
* **Chinese**: 抽牌階段 *Chōupái Jiēduàn*

Template:Turn Structure

During the **Draw Phase** (Japanese: ドローフェイズ *Dorō Feizu*), the turn player conducts their normal draw to draw 1 card from their Deck.

Since March 21, 2014 for the *OCG* and July 10, 2014 for the *TCG*, the player who goes first does not conduct their normal draw during their Draw Phase, similar to how they cannot conduct their Battle Phase either.

Trap Cards, Quick-Play Spell Cards, and Quick Effects may be activated in this phase, after the turn player has drawn a card.

Template:See also

## References

1. ↑ Konami TCG Strategy Site: Summary of Pendulum Summon and 2 Basic Rule Changes – Effective July 14th 2014
Card Number

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* **German**: Kartennummer
* **Italian**: Numero della Carta
* **Korean**: 카드 번호 (Card 番号) *Kadeu Beonho*
* **Portuguese**: Número do Card
* **Spanish**: Número de Carta
* **Chinese**: 卡號 *Kǎhào / Kaat1 hou6*

A **Card Number** (Japanese: カードナンバー *Kādonanbā*; not to be confused with the eight-digit code at the lower-left corner of cards) is the ID code found on most *OCG* and *TCG* cards, intended to denote the set from which the card originated, and its position in that set. Another purpose for card numbers is to help players distinguish a card's Original Print from its Reprints.

Card numbers are located immediately underneath the image on most cards, on the right-hand side. On Pendulum Monsters, card numbers are placed on the bottom left corner of the card instead, in the same line as the ATK/DEF values, as the Pendulum Effects and the Pendulum Scales take up the space where the card number would usually be placed. On Link Monsters, card numbers are aligned slightly further to the left compared to their placement on other cards (except Pendulum Monsters) because one of the arrows radiating from the art frame takes up the usual space for the number.

The general format for card numbers is "SET-LN999", where "SET" is the two-, three-, or four-character set prefix, "LN" is the one- or two-letter regional abbreviation, and "999" is the set position number. Some older cards, depending on the region, did not have a regional abbreviation in their card number, and Series 1 cards did not have a card number at all. *Limited Edition 2* is the first set to feature printed card numbers on its cards.

A few cards have nonstandard card numbers, such as SD1-ENDE1 ("Armed Dragon LV7"), which, instead of the usual three-digit set position number, has "DE" and a one-digit number.

See OCG set prefixes and TCG set prefixes for more information on set abbreviations, and passcode for the eight-digit number in a card's lower left-hand corner.
Ability

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**Ability** (能（のう）力（りょく） *Nōryoku*) is a classification of Effect Monster Cards. Abilities are listed in the same line as a monster's Type, separated by a slash (but are not the only classification that can be listed this way). The Japanese rulebook lists only Toon, Spirit, Union, Gemini, and Flip as possible Abilities; other classifications, such as Normal, Effect, Pendulum, Tuner, and Special Summon, are not Abilities.

No card has been printed with multiple abilities. Although abilities are exclusive to Effect Monsters, Gemini monsters treat themselves as Normal Monsters under certain circumstances. There are no Extra Deck monsters that have abilities. However, "Comic Hand" and "Hebo, Lord of the River" can treat any monster as a Toon monster or Spirit monster respectively, regardless of its card type or if it has another ability.
Fusion Summoning condition

A **Fusion Summoning condition** is a restriction placed on a Fusion Summon that does not apply to most such monsters.

All Fusion Monsters that do not include contrary Summon conditions must be Fusion Summoned properly first or else they cannot be Special Summoned again from the Graveyard or Banished Zone. Two such conditions exist.

1. Nomi or Semi-Nomi.
2. Strict Fusion Summon
Accel Synchro Monster

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**Accel Synchro Monsters** (アクセルシンクロ *Akuserushinkuro*) are an anime-exclusive sub-type of Synchro Monsters that can only be Synchro Summoned by using 1 Tuner Synchro Monster and 1 or more non-Tuner Synchro Monsters. This type of Synchro Summon is referred to as an "Accel Synchro Summon" in the anime. Accel Synchro Monsters first appeared on episode 74, being used by the duelist Bruno who was known at that time as Vizor.

Performing an Accel Synchro Summon is treated as Spell Speed 2, as Vizor is able to chain his Accel Synchro Summon to Yusei's activation of a card effect during Yusei's own turn. This, coupled with the individual effects of the Accel Synchro Monsters, provide a defense against effects that target Synchro Monsters, such as but not limited to the "Meklord Emperor" monsters, leading Yusei and the rest of Team 5D's to pursue the secrets behind Accel Synchro Summoning during the events leading up to, and during, the World Racing Grand Prix.

In the anime, in episode 74, it is hinted that Accel Synchro Monsters have other unknown abilities, due to Vizor saying he is not as good a person up to the point of revealing all the secrets of Accel Synchro Monsters (though this may have been hinting at Delta Accel Synchro Summon).

Delta Accel Synchro Monsters and Limit Over Accel Synchro Monsters are more powerful subtypes of Accel Synchro Monsters.

## In the *TCG*/*OCG*

When Accel Synchro Monsters were printed in the *OCG* and *TCG*, they were changed to regular Synchro Monsters. The first, "Shooting Star Dragon", premiered as the cover card in the booster pack *Starstrike Blast*. The set also contained the first printed Tuner Synchro Monster, "Formula Synchron".

Additionally, there are some Synchro Monsters that require Synchro Monsters as their Synchro Material, but have never appeared in the anime (the only medium in which Accel Synchro Monsters exist). The only Accel Synchro Monster to be confirmed outside of the anime is "Stardust Warrior".

*See list Requires both Tuner and non-Tuner Synchro Monsters as Synchro Materials.* .
## Trivia

* The stats of Yusei's Accel Synchro Monsters seem to be based on Bruno's comparable monsters.
Fiend

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* **German**: Unterweltler
* **Italian**: Demone
* **Korean**: 악마 (惡魔) *Angma*
* **Portuguese**: Demônio
* **Spanish**: Demonio
* **Chinese**: 惡魔 *Èmó / Ok3 mo1*
 Lists
* members
* support
* anti-support

**Fiends** (悪（あく）魔（ま） *Akuma* "Demon") are a monster Type consisting of cards resembling demons and devils, as well as many other vile, twisted beasts or mischievous beings. Fiends are almost exclusively DARK-Attribute, as there are hundreds of DARK Fiends but only a few of other Attributes. Fiends are one of the most established and powerful Types in the entire Yu-Gi-Oh! franchise. As such, there is no specific dueling strategy built around them and their play style, although the majority focus on offensive tactics and destroying the opponent's cards, as well as pressuring the opponent by cornering them with stun and lockdown effects, banishing effects, or deck milling.

Fiends are most notably used by PaniK, Yami Bakura, Yami Marik and Declan Akaba. Some of both Yami Yugi, Yugi Muto and Jack Atlas's most well known monsters are Fiends, and Sylvio Sawatari's final deck is made up of Fiends. Otherwise, Fiends are generally cards used by small antagonistic characters in Yu-Gi-Oh! media.

Fiend-Type monsters have their own Structure Deck; *Structure Deck: Devil's Gate*/*Gates of the Underworld Structure Deck* , which focused on "Dark World" monsters, and *Structure Deck: Pendulum Domination,* which focused on "D/D" monsters.

Fiend archetypes and series include "Archfiend", "Dark World", "Evil HERO", "Djinn of Rituals", "Fabled", "Steelswarm", "Wicked God", "Resonator", "Crashbug", "D/D", "Infernoid", "Magical Musket", "Abyss Actor", and "Tindangle".

## Examples

SummonedSkull-MIL1-EN-C-1E.pngNormal MonsterInfernoidDevyaty-BLLR-EN-UR-1E.pngEffect MonsterInfernoidToken-AT09-JP-C.pngToken MonsterDarkMasterZorc-MIL1-EN-C-1E.pngRitual MonsterPerformapalGatlinghoul-LEDD-EN-C-1E.pngFusion MonsterDDDSuperDoomKingBrightArmageddon-BLLR-EN-UR-1E.pngSynchro MonsterDDDSuperDoomKingDarkArmageddon-BLLR-EN-UR-1E.pngXyz MonsterHallohallo-CIBR-EN-UR-LE.pngPendulum MonsterMasterkingArchfiend-LVP1-JP-SR.pngLink Monster
Earth (Alignment)

**Earth** (土（つち）, *Tsuchi*) is an Alignment.

It is strong against the Thunder Alignment and weak against the Wind Alignment.

It appears in the games *Yu-Gi-Oh! Forbidden Memories*, *Yu-Gi-Oh! Dark Duel Stories*, *Yu-Gi-Oh! The Sacred Cards*, and *Yu-Gi-Oh! Reshef of Destruction*. In the *OCG* and *TCG*, EARTH may be the Attribute version of this Alignment, although it uses a different kanji, 地（ち） (*Chi*).

## Example

File:Aeris-ROD-EN-VG-card.png
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Attach

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* **German**: hängen
* **Italian**: attaccare
* **Portuguese**: associar
* **Spanish**: acoplar

**Attach** (重（かさ）ねる *Kasaneru*) is a term that refers to the act of moving a card underneath an Xyz Monster as an Xyz Material.

Though Monster Cards are the cards most often attached to Xyz Monsters, it is possible for Spell/Trap Cards to become attached as well, such as by the effects of "Overlay Regen" and "Xyz Reborn".

## See Also

* Detach
* Xyz Material
Battle Step

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* **German**: Battle Step
* **Italian**: Battle Step
* **Korean**: 배틀 스텝 *Baeteul Seutep*
* **Portuguese**: Etapa de BatalhaFormerly: Battle Step
* **Spanish**: Battle Step
* **Chinese**: 戰鬥步驟 *Zhàndòu Bùzhòu / Zin3 dau3 Bou6 zaau6*

Template:Turn Structure

The **Battle Step** (Japanese: バトルステップ *Batorusuteppu*) is one of the four steps of the Battle Phase. In particular, it is the step in which attacks are declared. Immediately after the Start Step or Damage Step ends, the game proceeds to the Battle Step, regardless of the turn player's intention to declare an attack.

## Breakdown of the Battle Step

The turn player is not required to declare an attack during the Battle Step, unless a card effect specifies otherwise, such as those of "Berserk Gorilla" and "Evil HERO Malicious Fiend". If the attack target leaves the field or a monster is placed on the opponent's field (from the perspective of the turn player) at any point during the Battle Step while an attack is occurring, a replay occurs. Once an attack has been declared, the Battle Step does not end until an open game state is reached and both players have agreed to move on from the Battle Step (as per the rules of fast effect timing).

### Attack Declaration Window

Japanese: 攻（こう）撃（げき）宣（せん）言（げん）時（じ） (*Kōgeki Sengenji*)

During the Battle Step, the turn player can declare an attack by choosing 1 face-up Attack Position monster they control (or Defense Position Attacker) to attack with, and a valid attack target: their opponent or a monster their opponent controls. If the opponent controls monsters, the turn player cannot declare a direct attack unless a card effect allows them to do so, such as that of "Wattkey" or "The Legendary Fisherman".

Upon an attack being declared, players can activate cards or effects in response to the attack, as per the rules of fast effect timing. As such, there can only be one Chain made in response to the attack. All cards and effects in this one Chain are in response to both the attack and the preceding Chain Link, so cards such as "Mirror Force" and "Dimensional Prison" can be activated at separate Chain Links in this Chain.

### Before Damage Step

After the Attack Declaration Window, or if neither player activated a card or effect in response to the attack, there are still opportunities to activate cards and effects during this Battle Step (as per the rules of fast effect timing). However, it is no longer possible to activate cards or effects in response to the attack, so cards such as "Mirror Force" and "Dimensional Prison" can no longer be activated in response to this attack.

Once both players have agreed to move on, if an attack is still occurring, the Damage Step is entered. If there is no attack occurring, the End Step is entered instead.

## References

1. ↑ 1.0 1.1 Template:Cite book
2. ↑ Template:Cite web
3. ↑ Konami Judge Program Forum: Chains / Cadenas
4. ↑ Konami Judge Program Forum: battle phase timming
5. ↑ Konami Judge Program Forum: Attack response
Rarity

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* **German**: Seltenheit
* **Italian**: rarità
* **Portuguese**: frequência
* **Spanish**: rareza
* **Chinese**: 稀有度 *Xīyǒudù / Hei1 jau5 dou6*

The following table gives a rundown of the **rarities** (レアリティ *Reariti*) and their main features/effects. More detailed descriptions and example images can be found on their individual articles.

* A Test Print is a test card used for checking alignment of the printing and cutting machines.
* Fixed Rarity (FR) refers to cards whose printed rarity does not match how rare they actually are, and is seen most often with Super and Ultra Rare cards in Starter and Structure Decks.
* Sets which are Out of Print are no longer being produced.

Editions:

* 1st Edition (1E)
* Unlimited Edition (UE)
* Limited Edition (LE)
* Duel Terminal Edition (DT)

Template:Rarity
DIVINE

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* **German**: GÖTTLICH
* **Italian**: DIVINO
* **Korean**: 신 (神) *Sin*
* **Portuguese**: DIVINO
* **Spanish**: DIVINIDAD
* **Chinese**: 神 *Shén / San4*
 Lists
* members
* support
* anti-support

**DIVINE** (神（かみ） *Kami*, "God") is one of the seven legal Attributes in the Yu-Gi-Oh! *TCG* and *OCG*.

The DIVINE Attribute was initially only used on the three original Egyptian God cards, which were illegal in official play. Thus the Attribute was not considered legal until the end of 2008, when "Obelisk the Tormentor" was first released in the *OCG* as an Effect Monster as a *V Jump* promotional card. With the release of *Battle Pack 2: War of the Giants* in 2013, all three Egyptian God cards have received legal releases in all regions of both the *OCG* and *TCG*.

Since then, there have been three additional DIVINE monsters released: "Holactie the Creator of Light" (*OCG* only), the combined form of all three Egyptian Gods; "The Winged Dragon of Ra - Sphere Mode"; and "The Winged Dragon of Ra - Immortal Phoenix" .

The DIVINE Attribute's exclusive nature makes it useful in some cases; for example, it is the only Attribute unaffected by "Clear World".

Aside from the three Egyptian Gods and their combined form, other monsters have also been considered DIVINE Attribute outside of the *OCG* and *TCG*. For example, in the *Yu-Gi-Oh! R* manga, the three Wicked Gods are DIVINE, and in the *Yu-Gi-Oh! 5D's* anime, the three "Aesir" are DIVINE. All six cards have different Attributes in the *OCG* and *TCG*.

## *Yu-Gi-Oh! BAM*

In *Yu-Gi-Oh! BAM*, the DIVINE Attribute is used by the Sacred Beasts; "Raviel, Lord of Phantasms", "Uria, Lord of Searing Flames" and "Hamon, Lord of Striking Thunder". DIVINE cards have their own black and gold frame and only one DIVINE card can be included in a Deck.

## Example

File:TheWingedDragonofRa-PGLD-EN-GScR-1E.png
## References

Template:Reflist

1. ↑ Template:Cite web
Continuous Trap Spell Card

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**Continuous Trap Spell Cards** (永（えい）続（ぞく）・罠（トラップ）・魔（ま）法（ほう）カード *Eizoku Torappu Madou Kādo*, previously 罠（トラップ）・永（えい）続（ぞく）魔（ま）法（ほう）カード *Torappu Eizoku Mahō Kādo* lit. Trap Permanent Magic Card) are a type of Trap Spell Card that remains on the field continuously.
Dark Tuner monster

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* **Portuguese**: Afinador Negro
* **Spanish**: Afinador Oscuro
 Appears in (anime)
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* members

**Dark Tuner monsters** (known as "Minus Tuner Monsters" in the manga) are a monster type that made its debut in *Yu-Gi-Oh! 5D's* in episode 27. Dark Synchro Monsters are Synchro Summoned by sending to the Graveyard 1 Dark Tuner monster and 1 non-Dark Tuner monster. The Dark Tuner monster's Level minus the non-Dark Tuner monster's Level must be equal to the Dark Synchro Monster's Level.

Dark Tuner monsters are not just DARK Attribute Tuner monsters, but are a completely different kind of monster, identified by having Dark Tuner listed after their Type. However, according to *Yu-Gi-Oh! 5D's Tag Force 4*, Dark Tuners act as a subcategory of Tuner monsters. Any card that would affect a Tuner can affect a Dark Tuner the same way.

Unlike regular Tuner monsters, the Dark Tuners usually have higher Levels, with the exception of "Dark Tuner Dark Ape" and "Dark Tuner Dark Goddess Witaka", due to the fact that their Levels must be subtracted from the remainder of the Synchro Material Monsters for a Negative Level. This potentially makes them much more difficult to Summon. So far, all of the Dark Tuner monsters that have appeared have 0 ATK and DEF, with the exception of "Dark Tuner Doom Submarine", and are DARK. So far Dark Tuners have been Fiend, Warrior, Insect, Beast, Spellcaster and Machine-Type. They also all seem to have a type of dark energy core somewhere in their card artwork.

Currently, there are no Dark Tuner monsters in the *OCG* or *TCG*, they only exist in the anime/manga and are playable in *Yu-Gi-Oh! 5D's Tag Force 4*, *Yu-Gi-Oh! 5D's Tag Force 5* and *Yu-Gi-Oh! 5D's Tag Force 6*.

## Example

File:DarkTunerCatastrogue-JP-Anime-5D.png
Damage calculation

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* **German**: Schadensberechnung
* **Italian**: calcolo dei danni
* **Korean**: 데미지 계산 *Demiji Gyesan*
* **Portuguese**: cálculo de dano
* **Spanish**: cálculo de daño
* **Chinese**: 傷害計算 *Shānghài Jìsuàn / Seong1 hoi6 Gai3 syun3*

**Damage calculation** (Japanese: ダメージ計（けい）算（さん） *Damēji Keisan*) is the process during the Damage Step of calculating the battle damage done to Life Points from an attack and determining which monster(s) is to be destroyed (if any). When a direct attack is performed, the damage inflicted is equal to the current ATK of the attacking monster unless stated on the card, as is the case with "Cyberdark Edge".

## Details

 Attacking monster's ATK = Attack target's ATK
 Both monsters are destroyed, unless their ATK is 0, in which case neither is.
 Attacking monster's ATK > Attack target's ATK
 The attack target is destroyed.
Bouncing

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File:CompulsoryEvacuationDevice-BP01-EN-C-1E.png
**Bouncing** is an unofficial term that refers to the act of returning cards on the field to a player's hand through a card effect. Cards like "Penguin Soldier" and "Gravekeeper's Guard" are considered bouncing cards. This is not to be confused with spinning, which is returning a card from the field to the top of the Deck.

Much less commonly, the word bounce may refer to when an attack doesn't destroy what it was supposed to destroy, to literally "bounce" off its target, such as with "Spirit Reaper" or "Marshmallon".

Template:See also
Field Zone

Japanese
 Japanese (romanized)
 English

* **German**: SpielfeldzoneFormerly: Spielfeldkartenzone
* **Italian**: Zona TerrenoFormerly: Zona Carte Terreno
* **Korean**: 필드 존 *Pildeu Jon*Formerly: 필드 카드 존 *Pildeu Kadeu Jon*
* **Portuguese**: Zona de Campo or Zona do CampoFormerly: Zona dos Cards de Campo
* **Spanish**: Zona de(l) CampoFormerly: Zona de Cartas de Campo
* **Chinese**: 場地區 *Chǎngdìqū / Ceong4 dei6 keoi1*Formerly: 場地卡區 *Chǎngdìkǎqū / Ceong4 dei6 kaat1 keoi1* or 場地卡牌區 *Chǎngdìkǎ Páiqū / Ceong4 dei6 kaat1 Paai4 keoi1*

The **Field Zone** (フィールドゾーン *Fīrudozōn*), formerly known as the **Field Card Zone** (フィールドカードゾーン *Fīrudokādozōn*), is the location Field Spell Cards must be Set and activated (they cannot be Set or activated in a Spell & Trap Zone). It is located in the top left corner of the play mat.

If a player already controls a Field Spell Card, they can send their current Field Spell Card to the Graveyard by game mechanics in order to Set or activate another Field Spell Card from their hand. Previously, the old Field Spell Card would be destroyed, but this is no longer the case.

## Game mat

File:Playing area with Extra Monster Zones.png
## References

1. ↑ Template:Citeweb
2. ↑ Template:Citeweb

fr:Zone Terrain
Normal Summoning condition

A **Normal Summoning condition** is a summoning condition that determines how, and whether, a monster can be Normal Summoned or Set.

## Types

### Cannot be Normal Summoned or Set.

In no circumstances can the card be Normal Summoned or Normal Set (including Tribute Summon and Tribute Set).

This is included on all Special Summon Monsters (i.e. Main Deck Nomi and Special Summon-only monsters, except Ritual Monsters).

### Cannot be Normal Summoned.

The monster is a Normal Summon Monster, but can only be Normal Set but not Normal Summoned.

"Mystic Swordsman LV6" is an example of such a monster.

### This card can only be Normal Summoned by…

The monster is a Normal Summon Monster that has a specific procedure to Normal Summon it. For example, "Flamvell Commando" can only be Normal Summoned by Tributing 1 "Flamvell" monster.

Several monsters require specific Tributes for their Tribute Summon, but in many cases this is simply a restriction on Tribute Summons and not Normal Summons.

#### Requires 3 Tributes to Normal Summon/Set.

A specific variant of the previous condition. The monster can be Tribute Summoned, but requires 3 Tributes to do so (regardless of its Level).

Some monsters with this condition (such as the Egyptian God cards and Match winners) also specify that they cannot be Normal Set. Others (such as "Apoqliphort" monsters) can be Normal Summoned or Set.

Additionally, some monsters with this condition (such as the "Apoqliphort" monsters and Match winners) also specify requirements the kinds of monsters that can be Tributed for their Tribute Summon.

### You can Tribute 3 monsters to Tribute Summon (but not Set) this card.

Some monsters can be Tribute Summoned by Tributing 3 monsters to gain an effect, but can also be Normal Summoned with other numbers of Tributes.

Examples include "Gilford the Lightning" and "Moisture Creature".

### You can Normal Summon/Set this card without Tributing…

Some Level 5 and higher monsters can be Normal Summoned or Set without Tributing, due to their effect. Monsters Summoned this way are not treated as being Tribute Summoned.

Examples include "Swift Gaia the Fierce Knight" and "Fusilier Dragon, the Dual-Mode Beast".
Effect Monster

Japanese
 Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 English

* **German**: Effekt(monster)
* **Italian**: (Mostro con) Effetto
* **Korean**: 효과 (몬스터) (效果 (Monster)) *Hyogwa (Monseuteo)*
* **Portuguese**: (Monstro de) Efeito
* **Spanish**: (Monstruo de) Efecto
* **Arabic**: وحوش التأثير
* **Chinese**: 效果(怪獸) *Xiàoguǒ (Guàishòu) / Haau6 gwo2 (Gwaai3 sau3)*
 Lists
* members
* support
* anti-support

**Effect Monsters** (Japanese: 効（こう）果（か）モンスター *Kōka Monsutā*) are Monster Cards with an orange color border, and were first introduced in the *Vol.3* booster pack. Effect Monsters necessarily have at least one card effect or condition.

Effect Monsters are designated by the text "/Effect" on the Type/ability line. Originally, Effect Monsters which also had abilities (such as Toon and Gemini) or were Tuners would display their subtype and not "/Effect". From *Battle Pack 3: Monster League* onward, all Effect Monsters now include "/Effect" regardless of their abilities or status as a Tuner monster. Regardless, monsters that have abilities are always Effect Monsters (although this is not the case for Tuner monsters).

Fusion, Ritual, Synchro, Xyz, Pendulum, and Link Monsters can also be Effect Monsters.

Some effect monsters have powerful effects, but low ATK and DEF for their Level (such as "Ancient Gear Engineer" and "Needle Burrower"). Additionally, some cards with higher ATK or DEF for their Level have negative effects (such as "Giant Kozaky" or "Giant Orc").

## Monster effects

Main article: **Script error: No such module "Autolink".**
Monster effects vary greatly, and are classified into four different types:

* Continuous
* Ignition
* Trigger (including Flip effects)
* Quick

## Examples

DarkMagicianGirl-YSYR-EN-C-1E.pngEffect MonsterSymphonicWarriorSynthess-RATE-EN-C-1E.pngFlip monsterToonBusterBlader-MP16-EN-R-1E.pngToon monsterShinobirdCrow-RATE-EN-C-1E.pngSpirit monsterBBusterDrake-SDKS-EN-SR-1E.pngUnion monsterChemicritterOxyOx-INOV-EN-C-1E.pngGemini monsterWindwitchSnowBell-RATE-EN-UR-1E.pngEffect Tuner monster
## Notes

1. ↑ The parentheses here specify what part is not shown on the cards' Type/Ability line.

fr:Monstre à Effet
Counter Trap Card

Japanese
 Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 English

* **German**: Konterfallenkarte
* **Italian**: Carta Contro-Trappola
* **Korean**: 카운터 함정 카드 (Counter 陷穽 Card) *Kaunteo Hamjeong Kadeu*
* **Portuguese**: Card de Armadilha de Resposta
* **Spanish**: Carta de Trampa de Contraefecto
* **Arabic**: أوراق الفخ المقاومة
* **Chinese**: 反制陷阱卡 *Fǎnzhì Xiànjíngkǎ / Faan2 zai3 Haam6 zeng6 kaat1*
 Lists
* members
* support
* anti-support

**Counter Trap Cards** (Japanese: カウンター罠（トラップ）カード *Kauntā Torappu Kādo*) are a unique Trap card type that are of Spell Speed 3. Being the only cards/effects that are Spell Speed 3, only other Counter Trap Cards can be activated in response to them. Most of them can only be activated to negate or punish the activations of other cards, or Summons of monsters. Although there are some that can be used to start a Chain on their own by the mechanic, such as "Intercept" and "Drastic Drop Off", their activation requirements is against an action that does not start a chain.

Counter Trap Cards can be activated during the Damage Step.

## Play style

At least a few Counter Trap Cards are vital in most Decks—without the ability to prevent an opponent's card effect from activating, there is little guarantee of being able to prevail against an opponent, especially if the player has no idea what the opponent's strategy is or what cards they may be playing. Many of the more powerful Counter Traps have a cost or downside to using them so attempting to rely on a very large number of them may result in greatly diminished resources for the player to use.

A group of Fairy-Type monsters, usually referred to as Counter Fairies, support Counter Trap Cards. An example of a non-Fairy-Type monster that supports Counter Trap Cards is "Van'Dalgyon the Dark Dragon Lord", which Summons itself and and applies several effects after a Counter Trap is activated.
Duel Terminal Edition

File:QREN041.jpg  **Duel Terminal Edition** cards are dispensed exclusively from "Duel Terminal" arcade machines. They are identified by having "DUEL TERMINAL" printed where the card's edition would be. This indicates that the card is compatible with the "Duel Terminal"; only Duel Terminal Edition cards can be used at "Duel Terminals". Duel Terminal Edition cards also have a nearly invisible QR code printed in the back center of the card.

## Example

File:DragunityKnightGaeBulg-DT03-EN-DUPR-DT.jpg
Template:Rarity
Battle position change

A monster's battle position can be changed in one of two ways: manually or by card effect.

During an open game state in the Main Phase, the turn player can manually change the battle position of any individual monster they control. Each monster's battle position can only be changed manually once per turn.

If a monster is Summoned, Normal Set, or declares an attack (even if the attack was negated or cancelled due to a replay), it cannot manually change its battle position for the rest of that turn. If a monster battles due to a card effect that conducts damage calculation without declaring an attack, it can still change its battle position afterwards.

You cannot change monsters to face-down Attack Position, neither manually nor by a card effect. Face-down Defense Position monsters are always flipped when changed to Attack Position. If a monster is manually changed from face-down Defense Position to face-up Attack Position, it is Flip Summoned (which is both a Summon and a battle position change).

Card effects that prevent monsters from changing battle positions only prevent them from changing their battle positions manually (except "Raging Cloudian")—their battle positions can still be changed by card effects.
Forest

Template:About
Template:Unofficial name
Template:Unofficial lore

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}}{{ #vardefine: $token-counter | {{ #var: $token | {{ #var: $counter }} }}
}}{{ #vardefine: $monster | 1

```
  }}{{ #vardefine: $card_type | Spell

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}}{{ #vardefine: $property | Field
}}{{ #vardefine: $passcode | 87430998
}}{{ #vardefine: $limitation\_text | This card cannot be in a Deck.
}}{{ #vardefine: $level-rank | Level
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}}{{ #vardefine: $vg | 1 }}

Template:Card navigationTemplate:CountersTemplate:Tokens
Armor monster

Japanese
 Japanese (romanized)
 Appears in (anime)
 Lists
* members
* support

**Armor monsters** are a group of Effect Monsters exclusive to the *Yu-Gi-Oh*! anime with the ability "Armor".

Valon uses these cards during the *Waking the Dragons* story arc (Season 4). He often sacrifices parts of his armor to either inflict damage to his opponent or weaken their monsters.

All Armor monsters share two effects: only one Armor monster can attack per turn, and if there are two or more Armor monsters on a player's side of the field and one of them is declared as an attack target, that player can change the target to another Armor monster he/she controls.

Most Armor monsters have 0 ATK and thus are ill-suited to attacking (with the exception of "Buster Knuckle" and "Burning" due to their ATK-boosting effects). Instead, Armor monsters focus on using effect damage and destroying the opponent's monsters with their effects. Because they are most effective when together, Armor monsters can use "Gravitation" cards to Summon themselves en masse. All Armor monsters besides "Double Cloth Armor" are Level 4 or lower. The central monster to this Deck is "Psychic Armor Head", which allows the player to add Armor monsters to their hand during their Draw Phase and is required to be on the field to activate the mentioned Gravitation cards.

In the anime, they are displayed by equipping onto the Duelist who plays them, rather than by becoming monsters. The Duelist then physically attacks his opponent's monsters himself. Also, "Psychic Armor Head", while active, gives the user certain information (card's effects, success probabilities, suggested offense etc.); though whether the success probability information is accurate or not is unknown (this is also similar to the readout on the Duel Runner's helmet's in Yu-Gi-Oh! 5D's).

The cards thematically are very similar to the "Meklord Emperors", another monster series that relies on combining different "parts" to become stronger, and they represent themselves in the anime as forming one large monster when summoned together.

When Valon summons all the pieces of the armor, he equips them to himself much like the Saint Seiya anime.
Fast effect

Template:Distinguish

 Japanese (romanized)
 Japanese (translated)
 English

**Fast effects** (Japanese: クイックエフェクト *Kuikkuefekuto* "Quick Effect") are card and effect activations with a Spell Speed of 2 or higher, including monster Quick Effects, Quick-Play Spell Cards, Trap Cards, and the Quick-like Effects of Spell/Trap Cards.
Ryoko Tokei

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

**Ryoko Tokei** (時計・リョーコー, Tokei Ryōkō) is a student at Duel Academy, holding the position of Slifer Red, hailing from Japan. Born within the Tokei Family, he was taught in the art of the cards with his sister, Miru Tokei, by their parents. Eventually, he and his sister entered in doubles tournaments with their Elemental HERO and Destiny HERO decks, respectively. Due to their near undefeated status, they were given the moniker, the **Heroic Tokei Twins**. Eventually, Ryoko set out for Duel Academy to become a better duelist, hoping to one day surpass his sister. Having this dream in mind, Ryoko left his Destiny HERO deck at his homeland, and instead entered the academy with his own creation.

Ryoko and Miru serve as protagonists for their creator, using the characters in a way that would benefit themselves as well as others.

## History

* Entrance Exam - Ryoko Tokei
* Weight of the Galaxy
* Don't Threaten Me With A Good Time

### Duel History

 Cassandra Rey | Weight of the Galaxy | Challenged

## Trivia

* Ryoko uses the design of Takeshi Yamamoto from the series Katekyo Hitman Reborn.
Fast effect timing

**Fast Effect Timing** is the process which dictates when players can activate fast effects.

Usually, the turn player has the opportunity to activate an optional fast effect first. However, during a Chain, the opponent of the player who activated the most recent Chain Link has this opportunity instead. Also, if the turn player chooses to progress to the next Step or Phase, the opponent has the opportunity to activate a fast effect before the turn progresses.

The opportunity to activate fast effects is determined as demonstrated in this chart.

File:T-Flowchart EN-US.jpg

## Examples

### Example A (Trigger Effect Monster)

1. **(Green Box A)** Player A Summons "Elemental HERO Stratos" **(Left Blue Box)**, Stratos's Trigger Effect activates, forming Chain Link 1 **(Yellow Box)**.
2. Player B now has the opportunity to respond, before Player A is able to activate another effect (Spell Speed 2 or higher), e.g **(Red Box D)**. Player B now responds with "Bottomless Trap Hole", forming Chain Link 2 . Player B must now wait for Player A to respond or pass before activating any more Spell Speed 2 or higher effects to the chain **(Red Box D)**.

If there are no more effects to be activated, the chain resolves normally.

### Example B (Ignition Effect Monster)

1. **(Green Box A)** Player A Summons "Blackwing - Gale the Whirlwind" **(Left Blue Box)**, that does not activate a triggered effect **(Yellow Box)**. Player A can now activate any Spell Speed 2 or higher effect, starting a chain, but chooses not to do so **(Sky Blue Box B)**.
2. Player B now has the opportunity to respond, before Player A is able to activate another effect (Spell Speed 2 or higher) on the chain, e.g **(Orange Box C)**. Player B now responds with "Trap Hole". Player B must now wait for player A to respond or pass before activating any more Spell Speed 2 or higher effects to the chain **(Red Box D)**.

If there are no more effects to be activated, the chain resolves normally.

### Example C (Ignition Effect Monster)

1. **(Green Box A)** Player A Summons "Blackwing - Gale the Whirlwind" **(Left Blue Box)**, that does not activate a triggered effect **(Yellow Box)**. Player A now activates a Spell Speed 2 or Spell Speed 3 effect, starting a chain **(Sky Blue Box B)**.
2. Player B now has the opportunity to respond, before Player A is able to activate another effect (Spell Speed 2 or higher) on the chain, e.g **(Red Box D)**. Player B now responds with "Trap Hole". Player B must now wait for player A to respond or pass before activating any more Spell Speed 2 or higher effects to the chain **(Red Box D)**.

If there are no more effects to be activated, the chain resolves normally.

## See also

* Game state
* Fast effect
* Chain
* Post-resolution window

## External links

* Yu-Gi-Oh! TRADING CARD GAME: Fast effects & Timing

pt:Tempo de Efeito Rápido
Passcode

A **passcode** is the eight-digit number that most cards have in the bottom-left corner on the card (certain cards, such as "Gate Guardian", do not have a passcode, and some cards instead have Limitation Text in this spot).

Passcodes, while serving no real purpose in the actual game, are used in some video games. By entering the passcode found on a given card (usually in a "Password" screen), the player may obtain that card for their virtual collection. This usually has various restrictions. In most games, this can only be done once per card. In some games entering the code will get the player the card for free, while in others the player must also pay in-game currency. In the recent games, players must also have the card they are trying to get in their card list, either by already owning at least one copy of the card, or owning most of the cards in the set the card is from.

*Yu-Gi-Oh! The Duelists of the Roses* uses its own passcodes for cards, separate from the passcodes printed on the physical cards; these often contain a mixture of numbers and uppercase letters instead of being just numbers.
Spell Speed 3

English

* **German**: Zaubergeschwindigkeit 3
* **Italian**: Spell Speed 3
* **Korean**: 스펠 스피드 3
* **Portuguese**: Velocidade de Magia 3
* **Spanish**: Velocidad de Hechizo 3
* **Chinese**: 咒文速度３

**Spell Speed 3** (Japanese: スペルスピード３) card effects are the "fastest" of all card effects; only other Spell Speed 3 card effects can be used to respond to a Spell Speed 3 card effect. As such, they are also classified as Fast effects.

The only cards that classify as Spell Speed 3 are Counter Trap Cards.

SolemnWarning-LCYW-EN-C-1E.pngSolemnScolding-NECH-EN-ScR-1E.pngSolemnStrike-BOSH-EN-ScR-1E.png