Instructions on the rules of Rush Duel!
Overview Introduction
Rush Duel was first released in Japan in April 2020 and appears in the anime and manga of both Yu-Gi-Oh! SEVENS and Yu-Gi-Oh! GO RUSH !!
Rush Duel was introduced worldwide with the release of the video game Yu-Gi-Oh! RUSH DUEL: Dawn of the Battle Royale!! , as well as the September 2023 update for Yu-Gi-Oh! Duel Links .
Basic law
- Deck size : 40 to 60 cards (30 cards in Duel Links )
- Start hand : 4 cards - First turn can draw 1 more card
- Starting Life Points: 8000 (6000 in Duel Links )
[SPECIAL POINT]
- Draw Phase : If your hand has less than 5 cards, you can draw until you have 5 cards - BUT if your hand has 5 cards or more, you can only draw 1 card as usual
- There is NO limit to how many cards are in hand
- The Deck out rule still applies as usual BUT if your Deck is less than 5 cards and in the next Draw Phase (assuming the current hand is less than 5 cards), you cannot draw 5 more cards => You will lose the match
- Fun fact : if in Duel Links format, Rush Duel can only Duel up to your turn 6 (depending on the situation) because the hand refresh rule applies in each Draw Phase and the Deck can only contain 30 cards...
- Unlimited summons (whether Normal/Set/Tribute Summon)
- Another basic rule in Duel Links is that you can NOT use chars in SEVEN World to farm other chars in other Worlds.
Illustrating images
Illustrating images
Illustrating images
Illustrating images
Rush Duel's Field design
- Yellow zone – Monster Zone
- Mint green zone – Spell & Trap Zone
- Brown Area (Right) –Main Deck
- Gray area – Graveyard
- Green area – Field Spell Zone
- Brown area (Left) – Extra Deck Zone
Phases in Rush Duel
- Draw Phase
- Main Phase
- Battle Phase
- End Phase
- (Your opponent's turn)
Types of cards in Rush Duel
[ABOUT PICTURES AND CARD LAYOUT]
- Extremely large image frames and text effect frames.
- The Level value is changed to display a number on the image of the Level star.
- The Level value, along with the ATK and DEF values, is moved above the "Type" line, slightly covering the bottom of the card illustration.
- In the middle part of Maximum Monster , the MAXIMUM ATK value is printed above its ATK and DEF values (i.e. Maximum Monster usually comes with 3 cards, each representing 3 parts - Left, Middle, Right; part middle - Middle, will carry MAXIMUM ATK)
- On Spell & Trap, the card type line is moved below the card illustration, where the "Type" line is on Monster Cards.
- The cards all have the words " RUSH DUEL " printed on the base.
[ABOUT EFFECTS]
- Card effects list the activation conditions and costs on a separate line (indicated by "[REQUIREMENT]") from the rest of the effects for easier understanding.
- [REQUIREMENT] and [EFFECT] of the card are considered to occur (resovle) at the same time. If the [REQUIREMENT] and [EFFECT] of the last card used meet the Trap Card's activation requirements, that Trap can be activated without missing time.
Examples of Rush Monsters
Sevens Road Witch
ATK:
1600
DEF:
1000
[REQUIREMENT] Send 1 card from your hand to the Graveyard. [EFFECT] Special Summon 1 Level 7 or higher, DARK Attribute, Spellcaster Type monster from your hand, face-up to your field. If you Special Summoned "Sevens Road Magician" by this effect, this card gains 400 ATK until the end of this turn.
Ancient Arise Dragon
ATK:
2400
DEF:
1600
[REQUIREMENT] Send the top card of your Deck to the Graveyard. [EFFECT] This card gains 600 ATK until the end of this turn. If you have "Clear Ice Dragon" and "Burning Blaze Dragon" in your Graveyard, you can also shuffle both into the Deck. If you do, you can destroy 1 face-up monster with 1500 or less DEF on your opponent's field.
- The Level value is changed to display a number on the image of the Level star.
- The Level value, along with the ATK and DEF values, is moved above the "Type" line, slightly covering the bottom of the card illustration.
- Monster effects on the field can only be activated once per turn while face-up on the field, similar to a card in the TCG/OCG stating " Once per turn ". This also applies to the Multi-Choice Effect.
- There are three types of monster effects: Basic Effects , Continuous Effects , and Multiple Choice Effects ; Monster effect types are indicated by text on the card. Basic Effects and Multi-Choice Effects work like Ignition Effects in the TCG/OCG.
Spell & Trap example
Road Arms - Sevens Lance
[REQUIREMENT] If you have no other face-up "Road Arms - Sevens Lance" on your field, equip this card to 1 face-up "Sevens Road Magician" on your field. [EFFECT] The equipped monster gains ATK equal to [the number of different Attributes in your Graveyard] x 400 and cannot be destroyed by your opponent's Trap Card effects.
- On Spell & Trap, the card type line is moved below the card illustration, where the "Type" line is on Monster Cards.
- Spell Cards include Normal Spell , Field Spell , and Equip Spell . The only T rap Card is Normal Trap .
- Chaining does not occur. If two or more Trap Cards meet the activation requirements, only one card can be activated. The player not taking a turn chooses first whether to activate the Trap or not. If not, the player in that turn can choose whether to activate Trap or not (Basically, if Trap activates on your turn, opp's Trap will go first and then your turn and vice versa)
Rush Fusion Monster examples
Kimeterasu the Divine Luna
ATK:
3000
DEF:
3000
"Kimeruler the Dark Raider" + "Needlkyrie the Celestial Seamstress" [REQUIREMENT] Send the top card of your Deck to the Graveyard. [Multi-Choice Effect] ● Up to 2 face-up monsters on your field can attack directly this turn. ● This card gains 1000 ATK until the end of your opponent's next turn.
- The main Fusion Summon method is through " Fusion " Spell Cards instead of the usual " Polymerization ", with " Polymerization " acting as the Legend Card .
- Some Fusion Monsters have new Types not present in the TCG/OCG, presented as "combinations" of their Fusion Material Types. These Fusion Monsters can have Multiple Choice Effects , allowing the player to choose between one of two bullet effects (●) that have the same activation requirements.
- The summoning conditions as well as the Fusion Material are listed above [REQUIREMENT] and [EFFECT].
Legend Card example
Example of MAXIMUM Card
Great Multistrike Dragon Dragias Burst (R)
ATK:
1500
DEF:
0
[REQUIREMENT] Maximum Mode: Send 3 cards from your hand to the Graveyard. [EFFECT] This turn, this card gains 1000 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage (if the ATK of the attacking monster exceeds the DEF of the attack target, inflict the difference).
Great Multistrike Dragon Dragias Burst
Max ATK:
3500
ATK:
2000
DEF:
0
You can Maximum Summon this card together with "Great Multistrike Dragon Dragias Burst [L]" and "Great Multistrike Dragon Dragias Burst [R]". [REQUIREMENT] Maximum Mode [CONTINUOUS EFFECT] This card cannot be destroyed by your opponent's Trap Card effects.
- Rush Duel has a type of Monster Card that is currently exclusive to it: Maximum Monster , which includes three specific monsters that can be Maximum Summoned as a single monster.
- In the middle of Maximum Monster , the Maximum ATK value is printed above its ATK and DEF values.
- If the player has three specific Maximum Monsters in hand, they can Maximum Summon them together in Maximum Mode; as this is a form of Special Summon, no sacrifice is required even if one of the Maximum Monsters is Level 5 or higher. However, if the player already controls one or more monsters then they must send them to the GY as part of Maximum Summon .
Special cases
Fusion and Polymerization (Example 1)
- The main Fusion Summon method is through " Fusion " Spell Cards instead of the usual " Polymerization ", with " Polymerization " acting as the Legend Card .