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Yu-Gi-Oh! (Japanese for "King of Games") is a multimedia franchise that includes multiple Anime and Manga series, a Collectible Card Game, a line of Video Games, and more.

The original manga series, written and illustrated by Kazuki Takahashi and serialized in Weekly Shonen Jump from 1996 to 2004, tells the story of Yugi Mutou, a put-upon teenager who is pulled into a world of intrigue and high-stakes gaming after solving the mysterious and ancient Millennium Puzzle. The puzzle, an artifact from ancient Egypt, grants Yugi a mysterious alter ego, an ancient gambler who spends much of the early series facing evildoers who threaten his friends in "Shadow Games," where mystic forces punish the wicked if they lose.

Slowly, the game used as an important plot device turned towards the trading card game Duel Monsters, eventually revealed to be loosely based on an ancient Egyptian Shadow Game played by the previous owners of the Millennium Items. Yugi and his friends discover that his alternate personality was the spirit of a Pharaoh from those times, who had forgotten his memories. From then on, Yugi and his friends find themselves fighting for their lives in their search to uncover the Pharaoh's name and memories.

In 1998, it received an anime adaptation by Toei, which ended after 27 episodes and a 30-minute movie. A second anime adaptation, originally titled ''Yu-Gi-Oh! Duel Monsters" in Japan, launched in 2000. Headed by NAS and Konami, and adapted into English by 4Kids Entertainment, this anime series multiplied the card game aspect by ten and its success gave the franchise immense popularity worldwide.

Yugi's story was eventually completed, but the franchise continued in Spin Offs with new spiky-haired protagonists. The Shadow Games may be gone, but Duel Monsters still has a knack for channeling supernatural or scientific forces beyond comprehension.

Of course, that's only half of the franchise. The other big moneymaker for this series is the companion card game. In a fun bit of Defictionalization, Yu-Gi-Oh! eventually produced a real card game to go alongside the manga following fan outcry. Konami purchased the license and handled production, which was then brought over to the west a few years later by Upper Deck. The impact of the card game on the franchise has been notable- while the manga was initially written with the conceit of a new game being played every few weeks, the Duel Monsters card game quickly eclipsed the other concepts in popularity. Now, the Yu-Gi-Oh! anime acts as a way to promote new cards for the game and show off potential strategies that are, for the most part, replicable in-game. These days, Yu-Gi-Oh! is pretty much entirely focused around the trading card game.

Moving away from the manga's flexible and non-committal ruleset, the Yu-Gi-Oh! Trading Card Game has a defined tournament rulebook with lots of room for strategy. Each new season of the anime brings in more cards to the game, and many arcs introduced entire new mechanics like Synchro Summoning and Pendulum Summoning. It, alongside Pokémon and Magic: The Gathering, define the "Big Three" of the trading card world.

The works in this franchise so far are:

    open/close all folders 

    Anime & Manga 

The Master Duel Era (1996-2019)

This era of the franchise utilizes the "Master Rules" format of the real-life Yu-Gi-Oh! OCG/TCG card game. By the conclusion of VRAINS, the current format used is "Master Rule 4 (April 2020 Revision)"note . With the exception of the first Yu-Gi-Oh! anime, which was animated by Toei Animation, every animated media in this era is handled by Studio Gallop, and features a more angular artstyle by Kazuki Takahashi himself.
  • Yu-Gi-Oh!: The original Yu-Gi-Oh! manga by Kazuki Takahashi; see also the recap page
    • Yu-Gi-Oh! (first anime series): The first anime series, based on the first 7 volumes of the Yu-Gi-Oh! manga, produced by Toei. Commonly nicknamed "season 0".
    • Yu-Gi-Oh! The Movie: A 30-minute movie by Toei. Heavily revolves around Duel Monsters in an attempt to help Bandai wrestle the license of the card game from Konami and promote their cards.
    • Yu-Gi-Oh!: Duel Monsters: Probably what you're looking for; the second anime that most people know Yu-Gi-Oh! by today. Based on the manga from Duelist Kingdom on, and sponsored by Konami; revolving around their version of the card game to ensure their domination of the card game license.
    • Yu-Gi-Oh! R: Non-canon manga-only spinoff right after the Battle City arc, dealing with a plot to resurrect Pegasus.
    • Yu-Gi-Oh!: Capsule Monsters: Anime-only mini-series set before the Millennium World arc; produced by 4Kids after the original series ended.
    • Yu-Gi-Oh! The Movie: Pyramid of Light: 4Kids-commissioned movie that takes place in an alternate version of the second anime series' continuity some time after Battle City. Yugi and Kaiba duel once more, but Anubis lurks behind the scenes.
    • Yu-Gi-Oh! The Dark Side of Dimensions: A Yu-Gi-Oh! film taking place six months after the manga's continuity. The movie is written by Kazuki Takahashi and premiered in Spring 2016.
    • Yu-Gi-Oh! Transcend Game: A manga prequel to The Dark Side of Dimensions.
  • Yu-Gi-Oh! GX: First proper anime spin-off, starring Judai Yuki (Jaden in the dub). It focuses a lot, but not entirely, on Fusion Summonings.
    • Yu-Gi-Oh! GX: Radically different manga adaptation of GX, although with the same characters.
  • Yu-Gi-Oh! 5Ds: Second anime spin-off, starring Yusei Fudo and Riding Duels. It introduces Synchro Summoning, which becomes the main focus of the duels.
    • Yu-Gi-Oh! 5Ds: Radically different manga adaptation of 5D's, but with the same characters.
    • Yu-Gi-Oh!: Bonds Beyond Time: A three-way team-up between the Duel Monsters, GX, and 5D's protagonists. Ties into 5D's' plot through its villain, who comes from that series' Bad Future.
  • Yu-Gi-Oh! ZEXAL: Third anime spin-off, starring Yuma Tsukumo and Astral, with augmented-reality duels in place of the usual holograms. It introduces Xyz Summoning, which becomes the main focus of the duels.
  • Yu-Gi-Oh! ARC-V: Fourth anime spin-off, debuted spring 2014 and starring Yuya Sakaki, Yuzu Hiiragi and their counterparts, with a focus on Action Duels. It introduces Pendulum Summoning, but unlike the other spin-offs, all advanced Special Summonings share the spotlight.
  • Yu-Gi-Oh! VRAINS: Fifth anime spin-off, it debuted April 2017 starring Yusaku Fujiki and Duels on hoverboards within virtual reality. It introduces Link Summoning.

The Rush Duel Era (2020-present)

Unlike the Master Duel Era, this era of the franchise uses the new streamlined and beginner-friendly "Rush Duel" format, completely separate from the on-going "Master Rules" format. This era also marks a monumental shake-up in the franchise through a new art-style, currently animated by Studio Bridge.
  • Yu-Gi-Oh! SEVENS: Sixth anime spin-off, it debuted in Spring 2020 starring Yuga Ohdo and a new format of Duel Monsters called Rush Duel. It eventually introduced Maximum Summoning.
  • Yu-Gi-Oh! GO RUSH!!: Seventh anime spin-off, it debuted in Spring 2022 starring Yudias Velgear and Yuhi and Yuamu Ohdo, also uses the Rush Duel format like with SEVENS.

Related Spin-Offs

While unrelated to the aforementioned anime and its associated media, these nonetheless has notable ties to the franchise as a whole.

    Card Game 

    Literature 
  • Yu Gi Oh: A novel written by Katsuhiko Chiba and released on September 3, 1999. Based on the original manga, it first covers Yugi solving the Millennium Puzzle, then his conflict with Seto Kaiba, then a duel between Yugi and a doppelganger of Kaiba called Cyber Kaiba.

    Other Real Life Games 
  • Yu-Gi-Oh!: Dungeon Dice Monsters
  • Yu Gi Oh Capsule Monsters: A short-lived board game released by Mattel, very loosely based on the Capsule Monster Chess game from the manga.
  • Konami's early promotional card bundled with their video games and starter boxes, made to be more accurate to the manga cards than the Carddas version, in an attempt to conquer the Duel Monsters license (it succeeded). This first group of cards resemble the manga version of the card game more than their finalized version of the TCG/OCG (right up to the card backings), and their starter box included six Star Chips and a deck holder to compete with Bandai's promotional movie set.
  • Various other companies were known to have produced their own versions of the Duel Monsters card game while the Toei anime was still airing. They didn't do as well compared to Bandai and Konami.

    Video Games 

There's also a drinking game. This is the same Yu-Gi-Oh! that spawned Yu-Gi-Oh! The Abridged Series.


The entire franchise, or multiple entries, contain examples of:

  • Absurdly High-Stakes Game: Games are regularly played with lives at stake, up to and including all life. The Duel Monsters card game can have pretty high stakes even without Shadow Game magic.
  • Abusive Parents: Fathers must be the worst in the Yu-Gi-Oh universe since there is usually one abusive father in every franchise. If not, they're usually Invisible Parents or dead. Out of the protagonists, Yuma and Yuya are lucky since both their parents are still alive and shown to be a loving family. Meanwhile, rivals usually tend to have an abusive father as an explanation for their Jerkass behavior.
  • Action Girl: The franchise doesn't have that many female Duelists in comparison to male Duelists, but they are present. With every new series, either more female duelists are introduced, or the few who are involved in the plot are given a good amount of focus. Meanwhile, the card game has plenty of female monsters that duelists can send into battle.
  • Adaptation Amalgamation: Many of the video games take elements from the manga and the anime and blend them together, ranging from eye and hair colors to characters and plot points.
  • Aerith and Bob: It comes and goes, particularly in the 4Kids dubs. In the second series anime for instance you have characters like Joey, Tristan and Solomon hanging out with Yugi, Seto and Bakura. 5Ds, in both versions, gives us Yusei and Aki alongside names like Jack, Crow, and Rex.
  • All Myths Are True: The franchise draws on elements of Ancient Egypt, Ancient Rome, Atlantis, vampire lore, Judeo-Christian symbolism, tarot cards, the Inca civilization, and Norse mythology — and that's just the important story elements of the anime and manga, the card game draws on far more. This was heavily downplayed after 5Ds, when connections to ancient myths and religions were downplayed in favor of more fantastical and futuristic lore.
  • Alternate Continuity: Each series has its anime and manga and they go in different directions and tell different stories with the same basic premise and characters.
  • Alternative Foreign Theme Song: As usual for 4Kids, the anime universally has different openings.
    • The original's instrumental theme is very well known, going through one version for Season 1, then Seasons 2 and 3 used a different theme cut from later on in the full-length version theme and then Season 4 and 5 went back to the season 1 version.
    • GX gives us probably the most memetic theme tune in the franchise, Get Your Game On!, a rock-ish song about "chilling out in the schoolyard" and so on.
    • 5Ds got its theme tune, Hyperdrive, from a vote.
    • ZEXAL is the only entry to have two theme songs: the first one is Take a Chance which rather neatly summarizes Yuma and his "kattobingu" attitude and it gets replaced by Halfway To Forever. Considering the Barians are actually a far greater threat, they indeed seem like "forever" at first.
    • ARC-V has Can You Feel the Power?, a rather upbeat Theme Tune Rap that is very cheerful, just like Yuya at first.
    • VRAINS goes back to being instrumental only, giving us a rather bleak theme featuring a combination of electronica, orchestra and Ominous Latin Chanting that fits the Cyberpunk thematic like a glove, possibly even more than the three Japanese themes.
    • SEVENS is also instrumental, but this time much more light-hearted fitting the also light-hearted theming of the series.
  • Ancient Artifact: The seven Millennium items were created in Ancient Egypt to protect the kingdom from its enemies and to grant its users access to magic for use in the Shadow Games.
  • Ancient Egypt: The Toei anime and the manga state that Shadow Games in general, most notably Duel Monsters, began in Ancient Egypt, with sorcerers and priests battling using monster spirits entombed in stone. The anime and spin-offs have Duel Monsters existing before that and as central to the existence of the multiverse.
  • Animation Bump: Franchise-wide with the anime, important episodes or cards get extra love from the animators, though there are exceptions.
  • Anime Hair: The franchise can easily be considered the Trope Codifier, or at least, the first anime of the franchise is usually the first thing people think of when they think this trope. The original anime had Yugi's trademark hairstyle and a few others while GX generally had more toned-down hairstyles by comparison. 5Ds has an equal balance of crazy and reasonable, while ZEXAL has hair styles that are pretty crazy even by the franchise's usual standard. ARC-V takes the middle ground. The styles are generally more toned down compared to ZEXAL, but multi-color hair is all over the place. VRAINS seems to be shaping up to have largely normal styles, but compensating by giving this to the LINK VRAINS Avatars. SEVENS generally has normal hairstyles, but odd colours, while GO RUSH!! cranks the craziness up a bit again, though some of the characters have the excuse of being aliens.
  • Art Evolution: One major bit of art evolution across the anime series is how the card backs were depicted. Originally they were simply brown backs with gold borders and a black oval in the center, but starting with ZEXAL the depiction was altered to include swirls around the oval, looking more like the real-world card backs without replicating them exactly. SEVENS onwards uses an exact match of the real-life cards minus the logo.
  • Artifact Title: The original manga focused on the protagonists playing many different types of games with each other: that's why "Yu-Gi-Oh" translates as King of Games, as in all games, not just Duel Monsters. Additionally, the main hero was named "Yugi" to further draw back to this title, and the title "King of Duelists" was the title he won for beating Duelist Kingdom; the dub changed this to "King of Games" as another nod to the title. Each subsequent spin-off has further distanced itself from these concepts; GX still has Yugi as a famous duelist and 5D's had Jack as the King of Riding Duels before he lost the title to Yusei. Since 5D's though, the franchise name has little relevance to the franchise itself any more. Yu-Gi-Oh! SEVENS brought it back in a clever manner; not only is the title "King of Duels" an important part of the series, but the main protagonist is named "Yuga Ohdo".
  • Ascended Extra: Pot of Greed had a grand total of one appearance in the original manga, but was a staple in the DM and GX anime and the card game until it was banned. It's only until SEVENS when this classic card is played again.
  • As You Know: Every time an effect is activated, the player has to explain exactly what it does — sometimes more than once for the same card in the same duel in the same episode. Either this is because most players do this in real life, or it caused most players to do this in real life. The Chicken or the Egg? Strictly speaking, this is actually a rule of the game. Made no less funny when Kaiba lampshaded it as unnecessary in The Movie, then explained it anyway.
    • In the third episode of the second anime, Yugi and Jonouchi revel in memories of how they became friends. Since the anime skipped almost everything of the first seven volumes, it is the only way to explain what happened in chapter 1.
  • Atrocious Arthropods: A number of villains and antagonists have used insect decks or insect monsters as their ace card.
    • Yu-Gi-Oh!: Insector Haga is the most well known example in the franchise. A highly respected duelist who uses an insect, Haga shows how underhanded he is by throwing Yugi's Exodia cards into the water. In his return in the Battle City arc, he sabotages Jonouchi's deck by slipping in a card that allows him to turn all his monsters into insect monsters. The Waking the Dragons filler arc has him go full on villain by joining the doomsday cult the heroes are fighting against.
    • Yu-Gi-Oh! 5Ds:
      • In the second episode, Yusei duels a man named Lenny who wants to take his D-Wheel. Lenny uses an insect deck that focuses on beatdown and swarm tactics.
      • Rudger Goodwin is the leader of the Dark Signers, the Evil Counterparts to the Signers. He uses a spider deck with his ace monster being the Earthbound God Uru who resembles a giant spider.
    • Yu-Gi-Oh! ZEXAL:
      • Semimaru is an underground Dueling criminal who was reincarnated as a Barian with a cicada-like appearance. He also uses an archetype of insect monsters called Cicadas.
      • Yu-Gi-Oh! ZEXAL (manga): Kyoji Yagumo is a ruthless and cruel Numbers Hunter with a Spider deck.
    • Yu-Gi-Oh! VRAINS: Aso is a member of the Knights of Hanoi and uses an insect deck focusing on the Motor Worm archetype. In contrast to the other examples on this list, Aso is a villain with a noble goal, namely saving humanity from the Ignis.
  • Back to Base Form: Despite the many new cards and monsters, characters gain throughout their series, they usually end the duels with their regular ace monsters they had at the beginning.
  • Because Destiny Says So: Played with back and forth. Generally, following destiny depends on if the hero decides they're alright with doing so, and if they aren't, they will find a way to change it.
  • Big Damn Movie: Pyramid of Light, Bonds Beyond Time and especially Dark Side of Dimensions are extremely large and epic in scale.
  • Brains Evil, Brawn Good: Inverted. While it isn't always applicable, generally the heroes rely on strategy and are underdogs with weaker cards, while their enemies have powerful cards that overwhelm them until the hero outsmarts them and wins. This is most often apparent with the rivals — Yugi, Judai, and Yusei, rely on strategy and cunning, while Kaiba, Kaiser and Manjoume (at first), and Jack, rely on brute power.
  • Brainwashed and Crazy: Every series has a lot of this trope going on.
  • Breakout Character:
    • Pegasus was a major character in the second series anime and manga. In the manga, he died after Duelist Kingdom, but in the anime, he came back for season 4, got to be the Big Bad of a video game, made a few cameos in GX, and got a Mythology Gag about him in 5D's.
    • Seto Kaiba started as a minor villain in the manga and became much more prominent later on. He then became a main protagonist of the second-series anime and the main protagonist of Darkside of Dimensions, and most video games revolving around the first series have him in a significant role.
    • Outside of Dark Magician and the Blue-Eyes White Dragon, the trademark monsters of Yugi and Kaiba, the Dark Magician Girl is easily the most recognizable card of the franchise. She's the iconic Ms. Fanservice with a ton of fanart and doujinshi, and got to be playable in a few video games.
  • Break the Haughty: You can be sure that any time the hero has a rival who's too smug and arrogant for their own good, they'll be taught a harsh lesson in humility sooner or later. Subverted by Kaiba, as while he does get broken a few times, it never sticks.
  • Calling Your Attacks:
    • In the anime, pretty much every time a card is played, even if it's a card seen every time the main hero duels, its effect will be explained. This even gets played with sometimes to As You Know, with the opponent lampshading that as professional duelists they know what the cards do, and then explain it themselves. If any game involves Monster Battling characters will do this the traditional way when ordering monsters to attack. Some of the attack names contain Gratuitous English.
    • The card game even did some Defictionalization with this, featuring a number of cards like Burst Stream of Destruction, Inferno Fire Blast, and Dark Magic Attack that are all based on attack names from the anime. They feature powerful effects, but they can only be played if you control that Monster and most of them require you to forego your attack with them. They're pretty much designed so you can play it and shout "BURST STREAM OF DESTRUCTION!"
  • Cast of Expies: The series has a tradition of the characters in each subsequent series being Expies of the original Duel Monsters cast, at least in basic set up. However, this is very much a case of Tropes Are Tools, as the spin-offs generally use the Expy templates as launchpads only, and tend to develop their casts in different directions each time or don't follow the template exactly. It's actually rather interesting to start each series fresh, peg the obvious Expies at the start, and then watch Divergent Character Evolution begin to kick in and the series subverts your expectations. In general these templates are:
  • Captain Obvious: Used very often, usually when a monster is destroyed or a magic/trap card is used, so it happens virtually every move. The rules do state that every move should be explained in order to keep track of timings, but the franchise is especially guilty of explaining everything in detail.
    *Monster explodes*
    Duelist: Your monster has been vanquished!
  • Cast of Snowflakes: While their eye designs might make them look similar, their unique hairstyles makes it so easy to tell them apart that it's easier to just look at their hair.
  • Catchphrase: The summon chants, which are most prominently featured since the start of 5D's, are basically catchphrases for most characters and their powerful cards.
  • CCG Importance Dissonance: Thanks to Power Creep, many of the cards the heroes rely on to win duels are considered Junk Rare in real-life, while cards that are rare and valued in the real world may not even be featured. However, there are exceptions:
    • Cyber Dragon and his variants, during the time of GX, were a staple card that almost everyone ran three of, and the prices for the Cyber Dragon cards could get into the triple digits. After GX the game simply evolved to the point Cyber Dragon wasn't as useful anymore, but still receives support that it's still viable in tournaments.
    • Yusei's Synchrons. While a few of them are gimmicky, overall it's proven to be a pretty solid archetype in its own right, even in today's Power Creep, with a few Synchrons being staples of many Synchro heavy decks, especially Junk Synchron. Stardust Dragon (and to an extent the other Signer Dragons) were also fairly widely used as Synchro monsters due to their non-specific materials, ease of summoning, and decent effects.
    • Inverted with the Utopia archetype. It didn't dominate the meta during the Xyz era, but the release of many support cards such as the game-breaking Utopia the Lightning and Utopic ZEXAL ensured it's one of the strongest archetypes in recent years, with Utopic ZEXAL even finding itself on the ban list.
    • Completely smashed in ARC-V by Yuya's Performapals. While it got help from its sister archetype, the Performages, Performapals became a prominent and powerful meta deck that the April 2016 ban list had to target to take down a peg.
    • D/Ds in the OCG as well, though the timing of their release in the TCG playing this straight.
    • Archetypes used by the main characters from Yu-Gi-Oh! VRAINS, i.e., Code Talkers, Trickstars, Gouki, Altergeists, Rokkets (called Dragon Link in the TCG), and Salamangreats are meta decks that topped tournaments and still powerful even with the ban list banning or limiting their key cards. For cards, Borrelsword Dragon is one of the most sought after cards since it's a staple of every deck that can make link monsters, and Topologic Gumblar Dragon is still insanely powerful even after its Nerf that it's currently banned.
    • Firewall Dragon, Yusaku's ace monster in VRAINS, which was so good in the real game that it got banned (until it was nerfed with errata), making it the first time a main character's ace got banned in the card game. Accesscode Talker is a replacement for Firewall since it is a powerful card and usable in most decks.
  • Central Theme:
    • Yu-Gi-Oh!: There is something that you can show to others, but cannot be seen at the same time.
    • Yu-Gi-Oh! GX: Individual desires cannot last forever, as mankind must accept the harsh reality and learn the changes in the new age.
    • Yu-Gi-Oh! 5Ds: The future will always evolve and mankind has the power to change it.
    • Yu-Gi-Oh! ZEXAL: Anyone can form an unbreakable bond whether if it's a friend or a foe.
    • Yu-Gi-Oh! ARC-V has two:
      • Never abandon your happiness and forgive others no matter how tough your life is.
      • You Are Not Alone, as those whom you supported will do the same in return.
    • Yu-Gi-Oh! VRAINS: Never surrender and keep trying by any means necessary.
    • Yu-Gi-Oh! SEVENS: Innovate the world, don't let cynicism and complacancy drag it down, and always fight to protect your dreams and goals, believe in the road you walk on.
  • Cerebus Syndrome: Zig-Zagged. The various series tend to start out light-hearted but the villains and storylines will often run towards Darker and Edgier as they progress. However, the protagonists will typically keep their upbeat nature throughout, save for a few Heroic BSODs and the odd brush with the Despair Event Horizon.
  • Chekhov's Gun: When a character specifically singles out or is shown acquiring a new card before a duel, it's bound to be important in the upcoming match. If they have to discard to the Graveyard, if it pays attention to what they discarded, you'll likely be seeing that card again later.
  • Color-Coded Elements: Since ZEXAL, the six Attributes are colored in six different colors: yellow for LIGHT, purple for DARK, red for FIRE, blue for WATER, green for WIND and brown for EARTH. Whenever monsters overlay, they shine in one of those colors representing their current Attribute. The Overlay Units of an Xyz Monster have the color of the Xyz Monster's Attribute.
  • Combat Commentator: Whichever characters aren't dueling in Yu-Gi-Oh! become de facto commentators. This has the odd effect, in the original series, of making some of the non-duelists (or the less experienced duelists) look like they know more about the game than some of the better duelists. It's also not uncommon at all for duelists to explain their own moves and card effects, to both their ally and their enemy. Not because someone asked, but because explaining your action clearly is actually part of the game's rules.
  • Cosmic Chess Game: Most blatant in the Millennium World arc of the manga and the anime, where the characters play a tabletop RPG with pieces directly based on real people. The anime spinoffs regularly have an Eldritch Abomination using Duel Monsters as the instrument through which to enact its plan.
  • Cute Indignant Girl Stance: Dark Magician Girl sports this trope (while floating) during the Virtual World Arc in response to Crump being a jerk and a pervert. Despite being the franchise's unofficial sex symbol, she's able to pull this trope off due to how adorable her expression is.
  • Defeat Means Friendship: The best way to make friends in the world of Yu-Gi-Oh! is to beat them in a card game. At the worst, they'll become your Jerk with a Heart of Gold Rival. This is usually how the protagonists gather several of his friends.
    • ARC-V zigzags between playing it straight and averting, mocking, or having villains exploit it. Then it's played straight again as Yuya's dueling causes a ton of villains turning good.
    • VRAINS averts this most of the time and the one time this comes into play, the villain exploits the opportunity and gives them a brutal "The Reason You Suck" Speech.
  • Deus ex Machina: You could make a drinking game out of all the times the hero draws a never-before-seen card as he's losing and it happens to do exactly what he needs to do to win. But playing it is only advised if you want to destroy your liver, and even then, stay away from the spin-offs if you want to survive it.
  • Disappeared Dad: 5D's, ZEXAL, and ARC-V all have plots involving the protagonists' missing fathers. Yugi's father is always away on business.
  • Doing in the Scientist: All over the place. For instance, did you know the Nazca Lines are actually the markings left from when ancient Eldritch Abominations that manifested as giant animals were sealed in the earth? A mildly hilarious example happened with Scar-Red Nova, an Immortal from a then-non-existent serpent line, but a serpent line was later discovered.
  • Dub Name Change: Courtesy of 4Kids, both characters and cards. Konami is guilty of this too.
  • Duels Decide Everything: Even if characters can use other means to decide something, including physical force, it generally comes down to games.
    • This results in a very amusing exchange in GX when Judai challenges Saiou to a duel, but Saiou has been savvy enough to find out how to execute his plan without having to duel him, and Judai is at a loss for what to do. He ends up dueling Judai anyway, but only because circumstances he didn't expect force him to.
    • Taken to its Logical Extreme in Yu-Gi-Oh! ARC-V, though it's a bit more justified in that the Hard Light setup of most duels makes a pretty awesome tool to wage war with or seriously harm others, and it's later revealed that conventional weaponry can't affect a Solid Vision construct. Whenever hard light isn't involved, the characters tend to resort to diplomacy or physical violence.
  • Early-Installment Weirdness:
    • The original manga was about games in general and wasn't focused on Duel Monsters at first. That game was the one that took off and led to Duelist Kingdom, Battle City, and the subsequent adaptations and successors being much more focused on Duel Monsters.
    • GX has a lot more tie-ins with the original series than the later entries in the franchise have with any of the previous ones, including appearances by characters such as Yugi, Kaiba, Pegasus, and the Paradox Brothers.
    • The early video games were based on experimental rulesets for the card game that Konami was tinkering with. They wind up playing very differently from the finalized incarnation of the card game released physically in 1999, with some of the games having Elemental Rock-Paper-Scissors, lacking Effect Monsters, having a hard limit on Spell/Trap Cards, and other wacky rules.
  • Evil Gloating: Evil characters and Psychopaths like to gloat when they are in a position of power. Expect a lot of Nightmare Faces whenever they're beating the heroes to a pulp.
  • Evil Is Hammy: Evil characters are way hammier in general than the heroes, which is impressive since they're in a World of Ham
  • Exactly What It Says on the Tin: A lot of the cards, like "Red-Eyes Black Dragon," "Man-Eating Treasure Chest" and "Dark Magician," just to name a few. Some cards don't have "names" as much as brief descriptions, such as "Giant Turtle Who Feeds On Flames", with Flavor Text that is pretty much the same as the card name.
  • Exact Words: Very often in the real card game, exact wording on cards determines a lot — for one example of countless, a card that says "discard this card to the Graveyard" instead of just "discard this card" can't be used if some card is in play that would prevent it from being sent to the Graveyard when discarded. This pops up in the manga and anime too, with characters finding loopholes in card effects their opponents didn't expect and using it to turn the tide of the duel. For example, there's Judai using Elemental Hero Necroshade's effect in spite of Necrovalley's effect (Necrovalley stops effects that target cards in the Graveyard from use), because Necrovalley doesn't stop effects coming out of the Graveyard.
  • Explaining Your Power to the Enemy: Let's just say this series uses this trope all the time when it comes to card effects and stop there.
    • This is actually a reversal from the real card game, in which you must allow your opponent to look at your in-play cards if they ask to do so, and you cannot prevent your opponent from looking in your graveyard either should they ask. Cards in your hand, deck, and face down are exceptions to this, however. A number of the villains' gambits count on the hero not knowing how the cards work.
    • This actually turned out to be rather helpful in the dub version, as instead of re-editing each scene involving cards to change the Japanese words into whatever language it's being dubbed in, the editors simply erased everything on the card and have the characters themselves explain what it does. (This was done because US law prohibits a TV show from directly advertising its own merchandise. Since the same cards seen on the show are also sold in real-life stores, they can only be shown in altered form). While it does provoke some Fridge Logic, it does make some of the character's surprises more genuine (since they literally do not know what cards outside of their deck do).
  • Family-Friendly Firearms:
    • Both the card game and TV show have monsters that wield or resemble guns edited into lasers... in America!. The most notable example of this is the monster called "Barrel Dragon", which could be described as resembling several guns welded together in Japan. An exception is the "Ancient Gear Soldier" in GX, which uses a submachine gun-arm - it can be argued this was just because editing it would have looked ridiculous.
    • Several guns are left intact, however, but are slightly redesigned to look less like real guns. The trap card "Barrel Behind the Door" features an old fashioned flintlock, in the Japanese version, that was covered in gold ornaments for the international release.
  • Fantastic Science: Zigzagged not just over the franchise, but over almost every single individual series. If there's a character who studies the various phenomena that the card game tends to cause, there will also be characters who have innate psychic powers/magical abilities that go unexplained.
  • Faux Action Girl: The series tends to flirt with this trope, as it is targeted more towards men than women, and it seems like every series has at least one character who gets these accusations. In general, most female characters demonstrate competent skill in Duels but either end up facing off against opponents who are required to win or aren’t given as much opportunity to duel as much as the main protagonist.
  • Field Power Effect/Geo Effects: Field Spells, which affect both sides of the field and there can only be one in play. The earliest ones gave a power boost to specific types of monsters, later ones have more creative effects like banishing cards or letting you play cards for lower costs than normal. In the manga and anime's first season, before actual Field Spells came into the game, duel arenas already had field terrain depending on the physical location of the arena, and thus placing monsters on favorable terrain and using card effects to modify the terrain was an important strategy.
  • Filling the Silence: All the time in the dub, scenes are often edited to remove silent moments or dialogue is added, usually exposition or generic taunts.
  • Flanderization: This is a unique example of a whole franchise getting this treatment. Originally, Yu-Gi-Oh! was meant to focus on multiple games (hence the title meaning "king of games"), with Duel Monsters merely being one of those games. However, Duel Monsters would soon gain increased prominence in the original manga, and the card game would soon be the sole focus of the franchise, throwing the original "multiple games" concept to the wayside.
  • Genericist Government: World governments don't seem to exist in any serious or influential capacity, and actual military and police forces are sparsely seen but usually fall under the same banner.
    • ARC-V goes so far as to have Leo and Reiji forming literal armies of duelists to wage interdimensional war, and at no point are the actual government or military even mentioned. Not to mention the City in the Synchro Dimension is a socio-economic nightmare where the equivalent of their police force runs the city as a Social Darwinism dystopia that uses slave labor to maintain itself, and no outside forces care to do anything about it, if such groups even exist.
  • Godlike Gamer:
    • Yugi Muto, or rather his Superpowered Evil Side Dark Yugi, is possibly the Trope Codifier for the anime community. Yugi is dubbed the "King of Games" and has a reputation for being an expert in all forms of games. It's played far more straight in the manga continuity and the first anime series where he would play in all types of games from board games to card games. However, all subsequent anime-only series have him only focusing on the Duel Monsters card game. Though he still qualifies for this, where to date he has only lost twice, with one of them due to timeout and the other time being against himself. His amazing success combines both exceptional strategic thinking along with luck manipulation.
    • Seto Kaiba is a Child Prodigy and already a genius at everything. So it's no surprise that when he invested his talents into gaming he became one of the greatest duelists in history, second only to Yugi. The two of them end up as rivals and Worthy Opponents. A battle between him and Yugi will be long and drawn out and can go either way as the two duelists run rings around each other.
  • Gratuitous English: All over the place, most commonly with game terminology and card names. This is the reason for the "Doro! Monsta Cardo!!" (Draw! Monster card!) meme in the Japanese fandom. "Ore no turn!" (it's my turn!) is a common one too.
  • Ham-to-Ham Combat: Sometimes you'd think the real conflict going on during duels is the voice actors (especially in the dubs) trying to out-ham each other. There's a lot of shouting and posturing going on franchise-wide, and the higher the stakes, the larger the hams.
  • Heart Is an Awesome Power: If you have friends and believe in yourself and your cards, anything is possible. Up to and including new cards appearing on top of your deck via divine intervention, and your deck shuffling itself off-camera so the exact card you need is on top.
  • Iconic Item: Another trend in the anime protagonists. The ones in Duel Monsters, ZEXAL, and ARC-V all have some sort of magically-empowered pendant that kicks off the plot.
  • Idiot Ball: Here's a drinking game —read the manga or watch the anime and take a drink every time a duelist makes a move and doesn't notice the opponent has countered it until it's too late.
  • Invincible Hero: A universal and recurring trope. For each hero you can count on one hand the number of times they actually lose, and if they do it's probably in a minor game with nothing important on the line. On the other hand, this makes for a very effective and surprising twist when they do lose, and a dramatic and plot-important loss happens at least once a series, possibly more.
    • The first protagonist's whole gimmick was that he was the King of Games, meaning that you'll be hard-pressed to see him lose any game let alone Duel Monsters.
    • Yusei played it just as straight; he technically only lost once, and not only was that in a flashback, but he defeated that opponent later. He would have lost to another opponent as well, but the duel ended before he could and he later defeated that opponent too.
    • Starting from ZEXAL, this trope has gradually begun to be phased out, but plays it straight again in ZEXAL II.
    • Like Yusei, Yusaku played this straight in VRAINS as he never lost even once if you don't count his losses as a kid in flashbacks.
    • SEVENS turns this on its head by making Deuteragonist Luke this trope, while main hero Yuga actually loses quite often.
  • Jerk with a Heart of Gold: It's pretty much a requirement for the hero's rival to be a snarky and arrogant elitist who is really a good person deep down. The exact balance of Jerk to Heart varies, of course.
  • Lethal Joke Character: All over the place. Possibly most famous are the Ojamas, which have 0 ATK and only 1000 DEF, absolutely silly and ridiculous card art and are treated like Butt Monkeys in other card art, but with their support cards they can be very dangerous. They won't be so laughable anymore when the Ojama King is bearing down on you, using his effect to keep you from playing more than two monsters at a time, and Ojama Country is in play to turn his 3000 DEF into 3000 ATK.
  • Let's Fight Like Gentlemen: Zigzagged. On the one hand, antagonists mostly abide by the rules of the card game and when they lose, they lose. On the other hand, many of them will still cheat at the card game in various ways. The largest act of defiance of this trope is Siegfried Schröder, who went so far as to hack the Kaiba Corp card database to recognize an illegal card, and reprogrammed its effect to be ridiculously overpowered (it forces the opponent to discard half their deck each turn, and that's the tip of the iceberg).
  • Leitmotif: Every single main protagonist have their own victory themes that play whenever they're doing their winning combo.
  • Letter Motif: All the anime protagonists have names starting with "Yu": Yugi, Yusei, Yuma, Yuya, Yusaku, and Yuga. The outlier is Judai, but even he has "Yuki" as a last name. The "Yu" also appears a lot in ARC-V and SEVENS, due to Yuya's counterparts and his father as well as the Goha Siblings sharing the trend.
  • Lettered Sequel: The second anime has GX, and the manga spinoff has Yu-Gi-Oh R!. While the rest of the sequels are word sequels, the sequel titles are all written in uppercase.
  • Lighter and Softer: The Toei anime and second-series anime compared to the manga.
    • 5D's is the first notable aversion, with quite a bit of gratuitous violence thrown about that wasn't too far below the manga.
    • ARC-V has become the other notable aversion. Despite lacking the manga's gore, the themes it explores are just are dark as the original manga at times, though this is dialed back considerably for the third season.
    • VRAINS zig-zags this, with Yusaku's backstory being comparable to Seto Kaiba's, but as the series progresses he comes to terms with his trauma and re-learns how to have fun.
    • SEVENS is easily the lightest series yet, though some dark elements crept in with Season 2.
  • Limited Wardrobe: It's an unwritten rule that the lead character of Yu-Gi-Oh! would have the least amount of clothing variety amongst the characters, and the rival usually has the most. Starting from Zexal, this trend is reversed:
    • To point, Yugi had around three distinctly different outfits, whilst Kaiba had the Domino high school uniform, a white variant with gold trim, the three variants of Trenchcoat, and a white business suit.
    • In GX it's a boarding school, but Judai only had to change jackets and pants. Manjoume/Chazz wore blue Obelisk coat, a black coat, the Society of Light coat, and in a daydream a fancy white tuxedo. Even Sho/Syrus had more since he's the only character seen wearing all three uniforms.
    • 5D's with Jack and Yusei. The former, even when he was growing up in the slums, wore a hoodie jacket in his youth, which then turned into a duster coat, which then got traded out into the obligatory trenchcoat. All Yusei ever wore was his blue jacket, black shirt with red design, and blue pants (the orange 'bubble' guards were only added when he got his D-wheel). Even his tracksuit was designed after it, and he even wore it to a gala event.
    • In ZEXAL, Yuma is shown wearing more clothing than the previous protagonists. He has his red vest with a white hood and a purple sleeveless shirt with a green "D" symbol a white pants, his school uniform, his three Zexal Transformations, his nightwear outfit, wore a ghastly rocker outfit to school once thanks to Cathy, and even cosplayed "Temtempo the Percussion Djinn" once.
    • ARC-V has Yuya and Reiji invert this dynamic as the former is shown in his pajamas, a clown outfit, and his riding duel outfit besides his school uniform. Reiji only wears his dark-blue sweater, white pants that end just above his ankles and signature scarf, only wearing a hooded sweater once on top of his outfit.
    • VRAINS has Yusaku only having three real-life outfits, his school uniform, a black jacket with jeans, a dark shirt with the Café Nagi apron, and his Playmaker avatar. Ryoken only has his light blazer, pink shirt, and khakis, and his Revolver avatar. In season 2, every other character except Playmaker changed avatar looks.
    • In SEVENS, Yuga sometimes wears different clothes once an episode, but usually remains in his red jacket, grey shorts, and white shirt with a crown patterned on it, while Luke is generally in his black shirt with a gear on it and brown jeans. Romin has tons of outfits, even though she has a visibly main one.
  • Long-Runner Tech Marches On: Every anime series expands on the technology used to duel and develops it further:
    • The original Duel Monsters has Battle Boxes, glass boxes that encase a table and chairs where small miniature holograms are projected onto the playing cards placed on the table. This eventually advanced into Duel Arenas, play fields where cards are played on a playing surface and large holograms of them appear in the arena, and eventually the Duel Disk, a portal holographic emitter worn on the arm so you can duel using the Solid Vision technology anywhere. The Duel Disk in turn goes through a prototype phase before being refined into the familiar design incorporating a card tray that Kaiba mass-produced for Battle City.
    • GX has progressed to the point Duel Disks are mass-produced and everyone owns one, and the Duel Disks have a much more streamlined and compact design as well. Customized Duel Disk designs exist but are mostly confined to the rich and/or influential, otherworldly beings notwithstanding.
    • 5D's has Momentum/Ener-D technology and the D-Wheel, which allow dueling at high speeds. The Disks incorporate the features to automatically eject cards from the deck for drawing or search effects, and will shuffle the deck when appropriate. Customized Duel Disk designs are commonplace, and some are designed to be compatible with D-Wheels, able to attach and detach from them for Riding Duels or Ground Duels as needed.
    • ZEXAL has Duel Pads which are similar to real-life tablet computers and smartphones, with touchscreen controls, phone systems, and the ability to access the internet, including all that this entails. The touchscreen displays also allow duelists to directly view cards in play including their stats and effects. Duel Gazers are an add-on and allow for Augmented Reality Duels where monsters appear to interact with the environment.
    • ARC-V has their Duel Disks look pretty much exactly like real-life tablet computers, just with a slot in the side for the deck to insert into. These disks have no card trays, and instead project Hard Light surfaces the duelists place cards on. Buttons to control the device seem entirely forsaken in favor of voice commands and/or touchscreen prompts. Solid Vision technology has further evolved to allow duelists to directly interact with the holograms, allowing for Action Duels where the duelists run about fantastic fields interacting with their monsters.
    • VRAINS has the LINK VRAINS virtual reality system for dueling, although regular duel disks are still around and people play the game in real life as well. LINK VRAINS is akin to an MMORPG for dueling. The duel disks are much more compact, some as small as wristbands, and the most advanced ones can produce virtual cards for players to use instead of needing real cards. They also have on-board A.I.s that can help the duelists with exposition and statistics.
    • SEVENS is the first series to take a step back, returning to physical blades. However they're the most compact Duel Disks seen in the series, capable of completely retracting the blades into the body. Similar Duel Disks are used in GO RUSH!!
  • Losing Is Worse Than Death: Many series will have at least one rival character, villain, or hero who is so determined to win that losing is equivalent to death. In the first series, Gozaburo Kaiba taught Seto this, and in the manga Kaiba's desire for revenge was so strong he built a theme park specifically to kill Yugi.
  • Magic from Technology: Even in series without magic, the Solid Vision systems and VR might as well be magic in how monsters are "alive" and interact with opponents. The Dark Side of Dimensions accentuates this, as Kaiba is able to use his technology to magically transcend dimensions and counter actual magic.
  • The Magic Poker Equation: It'd be easier to note times when duelists didn't have just the cards they needed to pull off whatever precise combo they need.
  • Magical Incantation: Characters uses individual summon chants when summoning powerful monsters, starting from 5D's on. Subverted in that the incantations aren't really magic, but summoning monsters without the chants makes the sequences rather dull.
  • Magitek: Magic has been part of the franchise since Day 1, but as things have progressed the line between magic and technology has blurred to the point they're indistinguishable, and from 5D's on the series pretty much stopped differentiating between the two. In ARC-V Action Duels let players interact with their monsters and suffer real damage from attacks, and duelists can seal their defeated opponents in cards. Duel Monsters had these same elements, but there they were done with magic, while in ARC-V it's technology. VRAINS is entirely science-focused.
  • Merchandise-Driven:
    • Originally, this was inverted; the card game wasn't intended to be a major part of the manga, but was defictionalized and made the focus of the franchise due to its popularity. Later entries in the franchise play it straight as the focus shifted to hyping new cards, archetypes, and mechanics.
    • Played within that the real-life card game has plenty of cards you'll never see in the anime or manga.
    • Starting with 5D's, each anime series hypes up a new summoning mechanic for the card game. ARC-V, while introducing Pendulum Summoning, does a decent job of giving all the summoning mechanics equal spotlight. VRAINS introduces new rules entirely for the game, which are showcased in the anime.
  • Mons as Characterization: Yugioh is particularly fond of this trope, to the point where it's become the norm throughout the entire card battle anime genre. Some particularly notable examples:
    • Yu-Gi-Oh! 5Ds
      • Yusei uses a deck full of cards that rich people threw away and combines them in strategic ways to achieve victory, reflective of his belief that everything has value. His Signature Mon '"Stardust Dragon's" ability to tribute itself to protect others from destruction by card effects is reflective of him being self-sacrificing to the point of his own detriment.
      • Aporia uses a "Machine Emperor" deck, full of machines which have effects that counter Synchro Monsters. This is reflective of his belief that Synchro Monsters were the cause of humanity's downfall in his group's Bad Future.
    • Yu-Gi-Oh! ZEXAL: Yuma's final ace after he and Astral go their separate ways in the final episode, Future Number 0: King of the Future, Hope, is an Xyz Monster with 0 ATK Points, but which cannot be destroyed in battle, nullifies any damage Yuma sustains from its battles, and its effect causes Yuma to gain control of the monster it battled. This is representative of Yuma's true strength, which lies in his ability to make anyone his friend through dueling, even his most bitter enemies. It even looks like him.
    • Yu Gi Oh ARCV:
      • Shingo Sawatari switches decks rather frequently in Season one, but eventually settles on an "Abyss Actor" deck, which are a group of dark-fiend type monsters themed around the medium of Theatre. This is reflective of his status as the Foil to Yuya and how he seeks to entertain others purely for the praise and admiration he receives as a result.
      • Sora's regular monsters all look like cute and cuddly plush toys, but his Signature Mon Frightfur Bear looks like a Frankenstein version of them with a pair of scissors added to its jaws and another to its joints. Its effect is also displayed as a Cannibalism Superpower via Eating the Enemy. This monster displays how Sora was Evil All Along, but also how much he and the other soldiers suffered at the Academia.
    • Yu-Gi-Oh! SEVENS: Roa Kirishima uses a Royal Demon's deck, which is an archetype of light-fiend type monsters that often requires using even your ace monsters as sacrificial pawns. This is reflective of his narcissism and abusive behavior born of being showered with too much shallow attention for someone so young and as a result not knowing how to have meaningful relationships, and as he matures out of this behavior he begins to treat his monsters with more respect. The high level monsters are also all based on Heavy Metal Lead Singers, which reflects his status as the lead vocalist of a popular indie band.
  • Ms. Fanservice: Each series has at least one female protagonist. While dueling skill varies, shapely bodies and outfits to show them off are a consistent.
    • Then there's the Dark Magician Girl, the living incarnation of this trope for the franchise. Numerous other female Duel Monsters are quite nice to look at too.
    • The original series has Tea/Anzu and Mai portraying this trope.
    • Alexis/Asuka in GX fits this trope with her short skirt, shapely body, large and curvy breasts, and an even kind of sexy-sounding voice. Not that Tea's voice isn't sexy.
    • Aki Izayoi from 5D's is easily the sexiest major female protagonist. While she herself was never flirtatious or seductive, her large bust, exposed cleavage, short skirt, and leggings with straps were all censored or altered in the dub.
    • Emma Bessho/Ghost Gal in VRAINS is considerably curvy and wears tight-fitting clothing that varies between her Ghost Gal avatars and her motorcycle leathers she generally wears IRL.
    • Romin Kirishima in SEVENS is eleven, so this trope isn't really in play, but she does have a swimsuit scene and is constantly fawned over by Yuga's modified Drone Kaizo. Her idol Princess G, who has been seen in motorcycle leathers and revealing punk-rock clothes, plays this straight.
  • Mundane Made Awesome: Practically all the games that were in this series. You would be amazed how epic a children's card game can be when it's played in a holographic arena, in a stadium full of cheering fans, being broadcast on national television, for a championship title.
  • My Little Panzer:
    • In the hands of innocent children, games are harmless fun. In the hands of an ego-maniacal madman bent on murder and destruction, it's their instrument to do the job. But it's usually because they have access to ancient evil magic. The games, themselves, most notably Duel Monsters, are only dangerous to your bank balance.
    • It reaches its Logical Extreme in ARC-V, where the Hard Light setup of most duels essentially makes every Action Duel a Shadow Game. Sora ended up getting sent to the infirmary after his duel with Kurosaki, and the Fusion Dimension uses it to wage war with the other dimensions. Despite this, there's no age limit for children to compete in Action Duels, though there at least seems to be some safety precautions with extremely young Duelist, such as making so they can only duel in extremely well-padded areas.
  • New Powers as the Plot Demands: See Deus ex Machina above. In addition to duelists pulling new cards from nowhere, often cards will demonstrate new effects from nowhere with the flimsy Hand Wave that it always had that effect and the duelist just didn't use it until now. In a meta sense, because the writers need to keep their hands full of cards so the duelists can play, there are many cards created just for the purpose of letting duelists draw more cards. This is most obvious with "Card of Sanctity", which has all players draw until they have six cards in their hands, as usually when it's used the character had one, two, or no cards left.
  • New Rules as the Plot Demands: While the above trope is prolific, the rules of the card game are set in stone. New game mechanics like Synchro Monsters and Tuners are usually just introduced to keep the game interesting and new, and never works just as a means to let the heroes win.
    • This was played straighter in the manga and the anime's Duelist Kingdom arcs, using rules closer to a tabletop RPG than a card game. Later arcs also had occasions of this, though not as frequent.
    • While the normal card game's rules are static, there's never been any clear definition for how 2-on-1 or 3-on-1 duels work, and as such they vary as needed. Sometimes the lone duelist gets one turn in-between each of the team's turns, other times they get more Life Points, and in one instance, they got to draw a larger opening hand. Other times though, they get no advantage at all. Sometimes the handicapped player announces what handicap they will be receiving, other times everyone just silently agrees on the rules without discussing them openly. Tag team duels also have some flexible rules at play regarding how teammates can interact with each other's cards, and sometimes teammates share a single Life Point total, or keep their own separate totals.
  • New Work, Recycled Graphics: Virtually every video game in the series that is based on the current card game has recycled internal code for card logic due to practicality and time-saving reasons, as evidenced by code from the Tag Force series showing up in games as late as Yu-Gi-Oh! Master Duel.
  • Nice Guy: It's almost a requirement that each Yu-Gi-Oh! protagonist is a kind-hearted, passionate person who is very protective of his friends.
    • Aki Izayoi becomes this after her Character Development. Before she was very insecure and sadistic.
    • Averted with Yusaku. Unlike the other protagonists, Yusaku is a Anti-Hero who doesn't seem to enjoy dueling and doesn't appear to like socializing with people. That said however, Yusaku still shows heroic and noble intentions. He is still protective of any person as he does not want anyone to be harmed in his own mission.
  • No Hugging, No Kissing: Most romances are only implied with Ship Tease at most, and those that are indisputably canon are usually between minor or Backstory characters. However, recently they've been letting up on this. Both ZEXAL's anime and manga ended with confirmed ships (and a homosexual ship even in the manga) and ARC-V pushes certain pairings well into the foreground to the point where said relationships are very plot-relevant.
  • Not Just a Tournament: Any time there's a Tournament Arc, you can bet the finals will be for the fate of the world. The second-series anime lampshaded in a Filler Arc how nice it is to compete in a tournament for fun without worrying about a villain. Naturally a villain showed up in the form of Siegfried von Schröder, but he was a relatively harmless one after the likes of Dartz and Dark Marik. Granted, Siegfried still engaged in cyber-terrorism, corporate espionage, fraud, and cheating at Duel Monsters, so his harmlessness is indeed relative.
  • Obviously Evil: If we put all the villains of the franchise in a line-up, you'd be able to peg more than half of them as evil. A notable exception is the anime version of Dark Bakura, who is very good at impersonating his harmless and meek host's appearance and mannerisms to avoid detection.
  • Oddly Named Sequel: GX, 5D's, ZEXAL. While the names are odd, they have meaning inside each series. The GX was for "Generation Next", 5D's for the Five Signer Dragons, and ZEXAL is the Super Mode the hero receives. ARC-V comes from the machine that Leo Akaba intends to fuse the dimensions with and Zarc, the titular main antagonist of that series. VRAINS stands for Virtual Reality Artificial Intelligence Network System. SEVENS refers to it being the seventh show in the franchise as of now, with additional meanings hinted at in-universe. Oddly enough, GO RUSH!! is the second series to use Rush Dueling.
  • Overshadowed by Awesome: Chances are, all the side characters will be overshadowed by the main protagonists especially if they get Unique Protagonist Assets that will boost their abilities to God-Like levels.
  • Personality Powers: Duelists often use deck themes that reflect their character, and their ace monsters particularly tend to symbolize them. ARC-V goes so far as to use this trope as Foreshadowing: Sora's Fluffal monsters split apart to reveal blades and demonic eyes when he fuses them into Death Toys, which reflects Sora himself and hints at what's really under that smug child exterior.
  • Pinball Scoring: Monsters have ATK and DEF in increments of 100, and cards that affect Life Points follow the same. Occasionally there's a card with an ATK or DEF ending in 50. Five cards from the first season of the second-series anime have cards ending in random increments of 10. This is because they were played during a duel where they had a 30% power boost and their original ATK and DEF were unknown, so the real-life versions got a 30% power loss, resulting in the odd values.
  • Plot Tumor: Possibly one of the finest examples in fiction. The original manga focused on many types of games at first, and Duel Monsters was only meant to appear in one chapter. Fans kept asking if there were real versions of those cards available and if the game would be revisited, which it did. Without it, the series would have been cancelled very early on. The author realized that focusing on a single game allowed him to have more story focus, and so it became the focus of long story arcs in the manga, became the central focus of the anime, and snowballed until the entire franchise centers around it to the point where non-card games are very rare.
  • Post-Final Boss: Often referred to by fans as the Ceremonial Duel based on the final duel between Yugi and Atem, these are often lower stakes duels between the heroes as a means to capstone their character development. All of them also follow the duel against the main antagonist as a means for one last hurrah for the series and is usually considered one of the best duels in that series.
    • Duel Monsters as the aforementioned Ceremonial Duel between Yugi and Atem. For Yugi this is a means to finally show that he can strike out on his own without Atem and for Atem, it's to see if he is ready to move onto the afterlife. Yugi wins showing that both of them are ready to move on.
      • Dark Side of Dimensions has a sort of cliffhanger ending as after Yugi and Kaiba defeat Diva with the help of Atem, Kaiba is able to perfect a device that allows him to challenge Atem in the afterlife. As Kaiba is considered the main character of Dark Side of Dimensions, the duel is meant to give closure on Kaiba's rivalry with Atem.
    • GX is the only duel that involves characters of different seasons as Jaden takes on Yugi at his prime with both Yami Yugi by his side as well as the Egyptian Gods. The duel itself is supposed to be a means to help Jaden regain his love of dueling after the series made him much more cynical, but through the help of his idol, allows him to become the duelest he used to be once more. The duel ends prematurely as the final scene of the duel before it cuts out is Neos charging in against Slifer the Sky Dragon.
    • 5D's sees friendly rivals Yusei and Jack face off as a means to see where the future of their team lies. While Team 5D's doesn't want to leave Neo Domino city, Jack is the only one adament on his future to become a true King of Riding Duels. Yusei decides to duel him not only to find his own future, but to inspire Jack, Aki, Lua, and Luca on their futures. Yusei defeats Jack not with his dragon, but with Junk Warrior, a monster who gains power through his fellow monsters and declares that he will remain in Neo Domino city so that they can come back when they have fulfilled their dreams.
    • ZEXAL, similar to Duel Monsters, ends with spiritual partners Yuma and Astral as Astral wants Yuma to regain his passion for dueling again after the tragedy of the Barian War ends with many of his friends deceased including his best friends and rivals, Kaito and Shark/Nasch, Yuma vs Shark could have been on this list for a similar reason if it wasn't for the Astral and Barian World conflict. The duel ends with Yuma's win and the world restored to revive every casualty, reunited to help Astral when he calls for help from Yuma once more.
    • Arc-V takes a page from 5D's as the duel is between Yuya and his rival/leader Reiji. While the final duels are meant to ensure that Zarc can no longer pose a threat, this is also a duel to will Yuzu and her counterparts back into existance and to allow Yuya to gain back his passion as a dueltainer, sense a pattern here? Yuya defeats Reiji, whose duel not only removed any last trace of Zarc within Yuya, but was the last push to will Yuzu back into existance.
    • VRAINS does things a bit differently. The final duel of the series is between Playmaker vs Ai, his companion. However the duel itself is a Final Boss duel as Ai is the antagonist of the final arc. However this also has a Xanatos Gambit involved, though not a pretty one. The stakes of the duel are as follows; if Playmaker wins, then he dies along with his plans, if Ai wins, then he copies his data onto all of his copies granting all of them free will, but the strain of it all means that Ai will die anyway. He simply wanted Playmaker to duel him to choose how he would go out, even offering Playmaker to convert his conciousness into data to be with him. In the end Playmaker wins and Yusaku spends his time seeing if he can get Ai back.
      • There is anoter duel in VRAINS that acts similar to this but plays out before Playmaker vs Ai, and that's Soulburner vs Varis. Some fans often consider this duel to be the true Ceremonial Duel due to the much more personal grudge that Soulburner has against Varis. Soulburner wins allowing him to finally move on from the Lost Incident.
    • SEVENS plays it out strangely. In between the final duel between Yuga and Otes where they are in space dueling with giant robots, just roll with it, Otes is about to claim victory when his robot is taken out of range, thus suspending the duel. Yuga knows the robot him and his friends are in cannot last much longer so sends his friends out of the robot to finish the job by himself. Luke is not having this so Yuga and Luke have a Rush Duel so that Luke can earn the right to stand with Yuga to finish the Duel. The duel ends with Yuga defeating Luke, this was also his first win against Luke, by converting his ID card into Sevens Road Magician and ejects Luke from the robot. Yuga then goes on to finish the duel against Otes defeating him, but as a result, is thrown into space for two years.
  • The Power of Friendship: This is the central concept of the entire franchise. The bonds of friendship and the power they have to make anything possible comes up all the time. No matter how powerful the villain is, they are helpless against a hero who has the support of his/her friends.
  • Protagonist-Centered Morality: On a more general level, antagonists who use manipulative mind-games are called dishonorable, ones who keep secrets are called liars, ones that go on the defensive are called cowards exposing their own weakness, and ones that use cheap tactics are called cheaters. When main characters do these things they're simply said to be using intelligent strategy.
  • Recurring Character: Tetsu Ushio, the first villain Yugi faced, seems to appear or is mentioned in every series.
  • Recurring Element:
    • Every protagonist will have a "Yu-" prefix in their first name (or in Jaden's case, their last name), and a signature monster with 2500 attack points (bar Yuga in SEVENS due to the lower power level of Rush Duel cards).
    • Each anime (bar 5D's and VRAINS) will feature a rival character who has a Morality Pet younger brother. The original series had Kaiba and Mokuba, GX had Ryo and Sho, ZEXAL had Kaito and Haruto, and ARC-V had Reiji and Reira. The last one has a twist, though: Reira is not only adopted, but is also a female.
    • Each Rival will use a Dragon themed deck and a signature monster with 3000 attack points (with the exception being Roa, again from SEVENS, due to the lower power level of Rush Duel cards). And they usually start out as Jerkass characters. If they don't use Dragons, then they will use Fiends.
  • Reincarnation: All over the place, especially in the manga and second series anime.
  • Rousseau Was Right: This is the philosophy that all installments in the franchise portray. Yu-Gi-Oh! regularly proves that people are human, complex creatures. It shows humanity and understanding in many of the characters. The series where this philosophy is the strongest seems to be in the more serious series like the original, 5D's and VRAINS.
  • Rule of Symbolism:
    • A duelist's dueling style and even specific cards is often reflective of their personality. For instance, take 5D's. Yusei, who was raised in the slums and had to make a deck out of what cards he could scrounge, relies on combos of weak cards, while Jack, who believes in absolute power and cares for nothing but himself and his glory, relies on powerful monsters to smash through an opponent's defenses and overwhelm them.
    • ARC-V even has a few scenes where some duelists physically beat the crap out of their enemies, and their fighting style reflects their dueling style. Gongenzaka punches head-on and relies upon strength, while Kurosaki avoids taking direct hits and aims for the neck and weak spots of his opponents to OTK them.
  • Running Gag: Every so often a Field Spell is played that submerges the field, and there will be at least one character that forgets it's just a hologram or AR and freaks out at the idea of not being able to breathe.
    • In Yu-Gi-Oh! GX, Admiral plays A Legendary Ocean, and Jaden/Judai freaks out initially.
    • In Yu-Gi-Oh! ZEXAL, Yuma does this twice. First after Trey/III plays Sunken Kingdom, and then after Kaito/Kite plays Photon World, putting them in outer space.
    • In Yu-Gi-Oh! SEVENS, Skipjack/Nanami Maguro plays Big Ocean, but for the first time it isn't the main protagonist who freaks out, but Luke.
  • Serious Business:
    • If you haven't figured out this trope applies to the card game, you haven't been reading very closely. In the original manga, this applies to gaming in general. SEVENS takes it to its Logical Extreme with all sorts of strange issues being treated with the utmost seriousness.
  • Shades of Conflict: Morality is often challenged in each installment but in the end seems to end towards White-and-Grey Morality.
  • Signature Device: The Duel Disk. More specifically the Battle City mass production model, which is the most commonly appearing version in the series. Expect any other media that makes a Yu-Gi-Oh! reference to potentially feature it or a parody of it in some fashion.
  • Signature Move: While each duelist has their own style of dueling, they always fall back on their trusted Ace Monster(s).
    • Taken literally with the skills in VRAINS Speed Duels.
  • Shown Their Work: Any time there's a duel when the enemy is using a deck depletion strategy to win by deck-out, it almost inevitably comes down to the hero winning on their last turn after drawing the last card in their deck. If you trace the duel back to the first turn and track the cards played, usually the math does add up to them starting with 40 cards and having one left by the time the last turn comes.
  • Sliding Scale of Free Will vs. Fate: Mostly a Type 3 or Type 4 — while there is a definite hand of fate guiding actions, destiny is not impossible to change, and characters who believe in destiny can fulfill theirs while those that do not have the power to change it.
  • Sliding Scale of Idealism vs. Cynicism: This franchise overall has a very idealistic tone to it. It's just that it takes a lot of redeemed characters and a heavy dose of Earn Your Happy Ending to make it there.
    • The original series has a number of darker moments, especially in the manga, but still relies heavily on the idealistic end, with only truly evil villains not getting redeemed.
    • GX is heavily idealistic in the first half of the show. The second half gets much darker and cynical but still has a heavy dose of idealism.
    • 5D's involves a more dystopian city, corrupt people, and criminals just trying to get what they can, it gives a more cynical setting, though the tone, spirit, and characters still make this series more on the idealistic end of the scale.
    • ZEXAL is idealistic, as the villains are very human and many are redeemed, though it takes time for some to stick.
    • ARC-V slides back and forth on the scale, with a light beginning, very dark middle, and a surprisingly upbeat end.
    • VRAINS is the bleakest and most cynical series in the franchise so far. It adds bleakness and cruelty with Yusaku's backstory being comparable to Seto Kaiba's, but as the series progresses he comes to terms with his trauma and re-learns how to have fun. This makes the series start off cynical but slowly heading more towards the idealistic end.
    • SEVENS is a considerably idealistic series, though it's made clear that the citizens are living in a Crapsaccharine World.
  • Sorting Algorithm of Evil: Typically, early antagonists are jerks and bullies, maybe they have some actual political or financial influence but not a lot. By the end of any given series, the fate of the world is in danger from an Omnicidal Maniac or an Eldritch Abomination, and usually there's going to be another one or more before the end of the series that's not as powerful as the last one coming up.
  • Synchronization:
    • Often between a duelist and their deck, less often between friends but it isn't uncommon.
    • What the Synchro summoning mechanic is based on, with it requiring a tuner monster and a variable number of non-tuners whose total levels match up with that of the synchro monster you're trying to summon.
    • ARC-V has Yuya, Yuto, Yugo and Yuri all capable of doing this with one another. Fittingly, it debuted in one of Yugo's duels in the Synchro Dimension.
  • Sufficiently Analyzed Magic: Every series has at least one character who studies dueling via the scientific method—and since Duel Monsters are magic, their experience comes in handy.
  • Talking Is a Free Action: Since a lot of the card game in Yu-Gi-Oh! and its sequels involve somebody attacking and the other guy making a miraculous recovery, giant blasts of raw holographic energy must understandably be paused while the card is activated and its effects are explained. This gets especially obvious when the shot is drawn so that the attack is in view, yet it's won't attack until all explanation is said and done and the attack name is screamed out. This ends up stretching duels of any importance to three or four episodes because every single turn involves at least one player shouting "Not so fast!" and revealing an unexpected countermeasure. It seems that skill in this game is dependent on the fact that no player, however skilled, has any idea how any of the cards work except for their own. The phrase "You see, my card has another special ability..." is uttered at least twice in nearly every episode. With almost equal frequency, a character will place the duel on hold in order to tell their entire life story to their opponent.
    • Oddly, this is averted in most backup or filler duels where not only do the duels take place at a rather fast pace, but they also end up actually being marginally more epic due to the pacing of the duel, usually limiting the amount of explanations needed. An example is the duel where Rebecca is pit against Vivian Wong. She uses a classic hurt-and-heal strategy that maintained a very consistent beat that puts the other duels in the series to shame. And she did it all in one episode.
  • There Is No Kill Like Overkill: Often a duelist will be able to win just fine by making a simple play like summoning a monster and attacking, no need to summon five monsters at once or power those monsters up to thousands of ATK. But where's the fun in that?
  • Token Super: The Protagonist of almost every series, will be the sole member of their team to possess the particular unusual power of the series. (The only exception is Yusei Fudo in Yu-Gi-Oh! 5Ds, where his whole team shares his power).
  • Tournament Arc: In the anime series these regularly occur, usually once a season, but not all the time.
  • True Companions: All Yu-Gi-Oh! series and it's spinoffs. In fact, one could say "true companionship" is the entire point of the series (other than them dueling). And the families the characters start out with grow with impressive speed. It's one of the 5D's buzzwords, along with 'kizuna' (bonds), 'kibou' (hope), and 'zetsubou' (despair) (the last for the villains of the second half of the 5Ds. However, even they eventually rejected it in favor of hope.)
  • Unreliable Canon: All that is known for sure is that the anime of Duel Monsters, GX, and 5D's, all take place in the same timeline, thanks to the 10th anniversary movie where their protagonists time travel into the past and meet each other. Everything else is very blurry. Confusing things further is that time travel exists and characters have used it to change the future, and it is well established that alternate dimensions are a thing, and either could be used to sort the various parts of the franchise into connected but separate continuities.
    • The original DM manga and anime are very different and have their own continuities. The manga got the spin-off Yu-Gi-Oh! R, which is seemingly non-canon, and then later the film Yu-Gi-Oh! The Dark Side of Dimensions was based on the manga continuity, not the anime, but it has discrepancies with both. Yu-Gi-Oh! The Movie: Pyramid of Light and Yu-Gi-Oh!: Capsule Monsters are anime spinoffs that are nebulously canon, and the mostly-ignored Toei anime gets acknowledged in the anime of GX.
    • ZEXAL, ARC-V, and VRAINS have Mythology Gag references to the first three spin-offs, but it's otherwise ambiguous if they take place in the same universe. ARC-V has parallel dimensions which are not only based on the past spin-offs GX, 5Ds, and ZEXAL, but alternate versions of characters from those shows appear in it; there is no explanation given for how this is possible or what it means.
    • As far as the years each series takes place goes, some don't specify a year, but Duel Monsters took place in the 90s and GX took place 10 years after Duel Monsters. 5Ds had Domino City destroyed 17 years before that series began, so at the very least it would take place that many years after GX, putting it in the 2020s at the earliest. Then VRAINS is said to take place in 2027, so at least VRAINS certainly can't take place in the same timeline as the original three spin-offs, because that leaves less than a decade between it and 5Ds, and with how drastically technology and society change between the two, that's extremely unlikely.
    • The various manga all take place in an Alternate Universe from the anime that shares the name, but the mangas don't take place in a single timeline themselves.
    • Most of the spin-offs all have their own versions of the Duel Spirit dimension, with GX actually saying there are twelve such dimensions. Then 5Ds and ZEXAL have their own parallel dimensions that may or may not be Duel Spirit dimensions or something else, and ARC-V dealt with one original dimension for humans that was split into four.
    • SEVENS may or may not be set in a fully Alternate Continuity, as the history of Dueling has been depicted as very different...but it's also all come from the lens of the totalitarian Goha Corporation that control Goha City. GO RUSH!! has been hinted to take place in the same continuity as SEVENS, but hasn't been confirmed.
    • The Yu-Gi-Oh! Duel Links mobile game officially introduces the notion that some, if not all of these continuities occupy The Multiverse and Duel Links (itself a concept that originated from the manga continuity’s Dark Side of Dimensions movie) connects them. Pegasus is shown to still be alive as he is in the anime continuity, but when Paradox tries to assassinate him during the Bonds Beyond Time event, he comments on how he shouldn’t even be alive at that point because he was Killed Off for Real in the manga by then. Likewise, Yugi and Yami acknowledge in the same event that they are supposed to be the manga versions of the characters who have never met Jaden and Yusei, yet somehow have access to their anime counterparts’ memories of meeting them in the movie.
  • Unspoken Plan Guarantee: Does a duelist draw a card without mentally expositing what it does or even naming it? It'll counter the opponent's move and save them. Do they mentally plan out a combo of cards to counter the opponent? It's gonna blow up in their face. Sometimes the unspoken plans fail and the explained ones work perfectly, but it's usually played straight.
  • Viewers Are Goldfish:
    • Even though you really only need to see one duel to know what Pot Of Greed does, they still go through the trouble of saying "I play the Magic Card Pot Of Greed, which allows me to draw two cards from my deck" almost every time the card is played.
    • The rules of the actual game state that you must speak out loud every single one of your actions so your opponent knows what the hell you're doing — although most just say "I play X card" and only explain the effect when asked. Then again, real cards also state their effects on them, which at the very least is more than can be said for the card images used in the dub.
  • Villain Ball:
    • Given Yugi's Duel Monsters track record, just shooting him sure would be an easier way of killing him than challenging him to a duel every time! They would also accomplish any other goals like destroying/ taking over the world much faster if they didn't let it all rest on a one-on-one duel with him, a tradition Saiou/Sartorius finally breaks in GX.
    • The series do what they can in terms of justifying it; most of the MacGuffin collections can only change hands in a duel and so forth. Then there was that time one of the "Player Killers" in the Duelist Kingdom arc decided to protest his defeat by Yugi... using a pair of flamethrowers. It didn't work. Yami's Mind Crush on the other hand worked just fine.
      • This is how Saiou breaks the tradition. He pretends to be playing along with this, and then while the hero is bound in the fight, he sets off The Plan. Because all he needs to do is press a button, he can do it during the match. Judai/Jaden and his duel spirits can't leave the match. Of course, he started to break it when Judai first challenged him to the duel and Saiou's reaction was, paraphrased, "No. I've got what I need. I don't need to duel you." The only reason he did duel Judai was that Neos manifested to keep Saiou from getting the keys to the SORA satellite. *THEN* he used the duel in order to weaken Neos, which allowed him to steal the satellite keys and give them to his nearest brainwashed flunky, who could and did run off to get the satellite going while Judai was tied up in the duel. Saiou (or more precisely, the Light of Ruin/Destruction) didn't count on Kenzan/Hassleberry and Mizuchi/Serena, Saiou's own sister, teaming up to put a halt to things.
    • Naturally, Yu-Gi-Oh! The Abridged Series has a field day with this issue.
    • In Yu-Gi-Oh! 5Ds, all Jean has to do to defeat Yusei after a long and extensive duel is end his turn since Yusei has no cards left in his deck and would automatically lose once his turn began, however, he gets caught up in the thrill of the duel and attacks Yusei who defends with a card in his hand and depletes Jean's life points.
    • Sora in ARC-V is depicted as one of the smarter Duelists in the series, but after being revealed as a villain he immediately begins underestimating his opponents and pays dearly for it.
  • Warrior vs. Sorcerer:
    • Yu-Gi-Oh!:
      • In both the anime and the manga, Jonouchi Katsuya is a Badass Normal with no magic or Olympus Monsnote . His deck contains numerous Warrior-type monsters and monsters with a warrior aesthetic, reflecting his past as a street fighter. In the Battle City finals, he duels Yami Marik, the arc's Big Bad. Yami Marik knows Shadow Game magic and wields one of the three Egyptian God cards, the most powerful cards in the Duel Monsters game outside of Exodia. Despite being at a severe disadvantage, Jonouchi holds his own against Marik through cunning, grit and a bit of luck. He even comes close to beating Marik and becomes the first character in the show to scare him.
      • Yugi's ace card is the Dark Magician and his deck contains a number of spell cards and cards revolving around spell cards. Him and Jonouchi have dueled twice, first in the Duelist Kingdom finals and later in the conclusion of the Battle City arc. Nonetheless, they are still friends.
    • Yu-Gi-Oh! 5Ds:
      • Invoked in Aki Izayoi's duel with Jill deLauncebeaux. Aki has Psychic Powers she has difficulty controlling and is known as "the Black Rose Witch". Jill uses a Warrior monster deck, dresses like a medieval knight and in the English Dub, fancies himself a gallant knight who is out to slay an evil witch.
      • Aki has two duels with Yusei who uses a warrior deck and has martial arts skills. The first one is during a tournament and the second one is Yusei trying to help Aki.
  • Weird Crossover: An early 2024 McDonald's toy promotion featured miniature plush dolls of Hello Kitty characters cosplaying as iconic Yu-Gi-Oh! monsters.
  • Weirdness Magnet: How many types of mystical forces have Duel Monsters channeled now?
  • Well-Intentioned Extremist: Where many villains usually resign. This makes them much more human and sympathetic.
  • World of Ham: If you are a duelist in a Yu-Gi-Oh! series, you are a Large Ham obliged to shout at the top of your lungs, activate cards with dramatic hand gestures, use a summon chant when you summon your ace monster, and even announce your draw with a mighty roar of "It's my turn! DRAW!"

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