Traps


 * Cards that are activated in response to certain situations, most often when an opponent activates an effect or attacks. They are set face down on the field and cannot be activated on the turn they were placed down unless there is a card effect that says it could be activated the turn the trap card is set. Their usual use is to destroy the attacking monster, negate the damage, or possibly redirect the damage back at the opponent, but a trap card must have the effect of negating damage, or stopping an attack, to do so. There are three types of trap cards:
 * Normal traps are Spell Speed 2. They can't be activated during either player's turn if it was set that turn. Certain normal traps turn into equip cards but are still considered normal trap cards.
 * Continuous trap cards are also Spell Speed 2. Their effect stays in play until its destruction circumstances are fulfilled.
 * Counter trap cards have a Spell Speed 3. No cards except other Counter traps can be played after a Counter trap has been activated.
 * Monster effects, spell cards and trap cards all have certain speeds. This determines when they can be played and which effect can be "chained" to another.


 * Spell Speed 1 cards can ordinarily only be played during the turn of the player who controls the card. This is true for Field and Continuous spell cards only when they are usually compulsory to activate.
 * Spell Speed 3 cards are only Counter trap cards. They can be activated in response to either Spell Speed 1, 2, or 3.