The "Karakuri" monsters resemble mechanized puppets or automata from Japan from the 17th century to 19th century. The word "karakuri" means a "mechanical device to tease, trick, or take a person by surprise". Like Wind-Up toys, they could only move in a predetermined pattern - this is reflected by the cards' effects, as they do not have a choice about whether they attack or defend. Most of them have names that are made up of Japanese numerals, often the Japanese daiji 「大字」 or Formal numbers are used. The first 2 numbers in their names when multiplied together get the last number, except for "Karakuri Barrel mdl 96 "Shinkuro"". The readings of some of the "Karakuris'" names also have English meanings relating to their role (Ninja, Muso, etc). For example, "Karakuri Ninja mdl 919 "Kuick"" can be pronounced as 'quick'. "Karakuri Barrel mdl 96 "Shinkuro"" can be pronounced as 'Synchro' and "Karakuri Muso mdl 818 "Haipa"" can be pronounced as 'Hyper'.Karakuri Synchros combined ATK and DEF equals 4500.
Most "Karakuri" monsters, with the exception of the Synchro monsters, must attack if able and when attacked, change to Defense Position (The "Karakuri" released in Storm of Ragnarok simply change position). The "Karakuri" monsters do not always have high ATK or DEF, but have a very unique strategy based on changing the battle positions of monsters. Many "Karakuri" support cards are triggered when attacked, destroyed or shifted to Defense Position, and they generally play defensively, countering the opponent's moves. Other cards have the ability to change positions of cards on the field, draw cards, destroy cards, or search for other "Karakuri" monsters.
Due to most "Karakuri" going to Defense Position when attacked, piercing effects work well against them.
Because all "Karakuri" monsters are EARTH monsters they can be used to make "Naturia" Synchro Monsters.
"Karakuri" rely on massive amounts of Special Summons in one turn, making them vulnerable to any card that can stop that chain of summons. As a Machine deck, it is vulnerable to the most common counter to Machines, which is "Chimeratech Fortress Dragon"; as such, it is inadvisable to leave "Cyber Dragon" with your "Karakuri" monsters should your opponent have "Fortress Dragon" in their Extra Deck. "Chain Disappearance" totally destroys the "Karakuri" strategy, stopping "Komachi" or "Nishipachi" before the chain of Synchro Summons starts. In addition to that, "Karakuri" decks also have trouble with "Colossal Fighter" and monsters with ATK and DEF that are both higher than 2800. This deck usually relies on your chance of drawing either "Karakuri Komachi mdl 224 "Ninishi"or "Karakuri Strategist mdl 248 "Nishipachi". The best way to increase your odds of getting them on the field is to activate "Machine Duplication" on either of the "Karakuri" monsters. Decks that attempt to summon multiple copies "Bureido" also have trouble with "Colossal Fighter" because it can get rid of all "Bureido" along with another "Karakuri" monster. "Summon Limit" prevents them from regaining advantage after a Synchro Summon or executing a long chain of Synchro Summons. "System Down" can banish all Machine-type monsters on the field and in the Graveyard. "Dark Highlander" completely shuts down any Synchro Summon attempt, and "Deck Devastation Virus" will destroy nearly every monster.
This OTK also works with "Karakuri Komachi mdl 224 "Ninishi"" since it's a Level 3 Machine-Type Tuner monster with 0 attack. It also allows you one more Normal Summon. If you use that Normal Summon to summon another "Karakuri" Tuner you could have 3 "Burei", 1 "Bureido", and one other "Karakuri" monster.
Due to the newest addition to the "Karakuri" monsters, the Level 5 "Karakuri Ninja mdl 7749 "Nanashick", when you Synchro Summon "Karakuri Steel Shogun mdl 00X "Bureido"" you can Special Summon "Nanashick" and use it to Synchro Summon another "Bureido". You could continue to Special Summon "Nanashick" and Synchro Summon one more "Bureido". With that you can Special Summon "Haipa" and have a good chance of an OTK as well as the ability to draw three cards if "Haipa's" attack is not stopped.
The "mdl" in their English names is an abbreviation of "Model", i.e. "Karakuri Merchant Model #177 "Inashichi"" is "Karakuri Merchant mdl 177 "Inashichi"". The first two model numbers of all "Karakuri" effect monsters, except for "Karakuri Barrel MDL 96", make the third and fourth when multiplied together.
The cloth flaps attached to most of the "Karakuri" are called Shide.