Card Color Guide
Effect: A monster effect is an effect produced by a monster. Under normal circumstances, only Effect Monsters can produce monster effects. For activated effects, an effect is a monster effect if the card that produced the effect was a monster when the effect was activated. If a monster activates an effect, but due to leaving the field or moving to the Spell & Trap Zone it is no longer a monster at resolution, the effect is still a monster effect. Likewise, if a Monster Card that is treated as a Spell or Trap Card activates an effect, that effect is a Spell/Trap effect and not a monster effect, even if that card has left the field or is in a Monster Zone when that effect resolves. Normal Pendulum Monsters do not have monster effects; they only have Pendulum Effects, and so are not valid targets for any effects that require a monster effect.
Fusion: They cannot exist in the hand or the Main Deck; if a Fusion Monster would be moved to the hand or Main Deck, it is returned to the Extra Deck instead. If a Fusion Monster is not properly Special Summoned (by Fusion Summon or its own Special Summoning conditions) before being sent to the Graveyard or banished, it cannot be Special Summoned from there (even by effects that ignore Summoning conditions). Fusion Materials are the requisite monsters needed to Fusion Summon the Fusion Monster, or to perform its Contact Fusion procedures. Each Fusion Monster lists its required Fusion Materials in the first line of its card text. Most Fusion Monsters must first be Special Summoned by Fusion Summoning, using the effect of a card that performs a Fusion Summon, and the Fusion Materials listed on the Fusion Monster card. Some Fusion Monsters must first be Special Summoned by moving its Fusion Materials according their own Summoning conditions, a process usually termed Contact Fusion. A very small number of Fusion Monsters list no Fusion Materials. Instead, they all must be Special Summoned by the effect of a card they specify in their Summoning conditions.
Traps: Trap Cards are a type of cards with purple-colored borders, characterized by their need to be Set for a turn before they can be activated. Trap Cards must first be Set before they can be activated, and cannot be activated in the same turn they are Set. After activation and resolution, Trap Cards are sent to the Graveyard. Trap Cards and their effects are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3 when activated on the field. As such, Trap Cards and their effects can be activated in any phase of either player's turn, and can be activated in response to other Spell Speed 1 or 2 cards and effects. In Yu-Gi-Oh! Rush Duel, only Normal Trap Cards exist, and all Trap Cards can only be activated at a specific timing.