You are going to get approached.
14 cards have received updates in their texts in the TCG in order to accomodate them for the existence of Extra Monster Zones. These include the 10 cards that the OCG updated before, as well as 4 additional cards (the “senet” cards) that involve moving from one monster zone to the next one. The cards and the changes are as follows:
Ground Collapse:
OLD: Select 2 Monster Card Zones on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card.
NEW: Select 2 Main Monster Zones on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card.
Magical Hats:
OLD: During your opponent’s Battle Phase: Choose 2 Spell/Trap Cards from your Deck and 1 monster you control. Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen monster if it is face-up, and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the end of the Battle Phase, and cannot remain on the field except during this Battle Phase.
NEW: During your opponent’s Battle Phase: Choose 2 Spell/Trap Cards from your Deck and 1 monster in your Main Monster Zone. Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen monster if it is face-up, and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the end of the Battle Phase, and cannot remain on the field except during this Battle Phase.
Needle Wall:
OLD: Once per turn, during your Standby Phase: Roll a six-sided die. Treat your opponent’s Monster Card Zones as numbers 1-5, counting from your right, and destroy the monster that is in the same Monster Card Zone as the result. If the result is 6, roll again.
NEW: Once per turn, during your Standby Phase: Roll a six-sided die. Treat your opponent’s Main Monster Zones as numbers 1-5, counting from your right, and destroy the monster that is in the same Main Monster Zone as the result. If the result is 6, roll again.
Number 57: Tri-Head Dust Dragon:
OLD: 3 Level 4 monsters
When this card is Special Summoned: You can target 1 monster your opponent controls; this card gains ATK equal to that monster’s current ATK. If your opponent controls more cards than you do: You can detach 1 Xyz Material from this card, then choose 1 unused Monster Card Zone or Spell & Trap Card Zone; while this card is face-up on the field, that Card Zone cannot be used.
NEW: 3 Level 4 monsters
When this card is Special Summoned: You can target 1 monster your opponent controls; this card gains ATK equal to that monster’s current ATK. If your opponent controls more cards than you do: You can detach 1 Xyz Material from this card, then choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is face-up on the field, that zone cannot be used.
Numbing Grub in the Ice Barrier:
OLD: When this card is Normal Summoned, select 1 unused Monster Card Zone. While this card is face-up on the field, that selected Monster Card Zone cannot be used.
NEW: When this card is Normal Summoned, select 1 unused Main Monster Zone. While this card is face-up on the field, that selected Main Monster Zone cannot be used.
Shifting Shadows:
OLD: Once per turn, by paying 300 Life Points, rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position.
NEW: Once per turn, by paying 300 Life Points, rearrange the face-down Defense Position monsters in your Main Monster Zones, then return them in face-down Defense Position.
Wandering Mummy:
OLD: You can flip this card into face-down Defense Position once per turn during your Main Phase. After you use this effect, rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position.
NEW: You can flip this card into face-down Defense Position once per turn during your Main Phase. After you use this effect, rearrange the face-down Defense Position monsters in your Main Monster Zones, then return them in face-down Defense Position.
Zany Zebra:
OLD: Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
If this card is Normal or Special Summoned: You can choose 1 unused Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used.
NEW: Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
If this card is Normal or Special Summoned: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used.
Blasting Fuse:
OLD: Activate only when all (4) zones of this card’s column are occupied. Destroy all cards in this column.
NEW: Activate only when all zones of this card’s column are occupied. Destroy all cards in this column.
Darkness Approaches:
OLD: Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position.
NEW: Discard 2 cards from your hand. Select 1 face-up monster and change it to face-down Defense Position.
Senet Switch:
OLD: Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone.
NEW: Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent (horizontal) unoccupied Monster Card Zone.
Alien Infiltrator:
OLD: Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. If no Spell, Trap or Monster Card on your opponent’s side of the field is in the same column as this card, it can attack your opponent directly.
NEW: Once per turn, this card can move to an adjacent (horizontal) unoccupied Monster Card Zone. If no Spell, Trap or Monster Card on your opponent’s side of the field is in the same column as this card, it can attack your opponent directly.
Storm Shooter:
OLD: Once per turn, you can select and activate 1 of these effects: ● Move this card to an adjacent unoccupied Monster Card Zone. ● Return 1 Spell, Trap or Monster Card on your opponent’s side of the field in the same column as this card to its owner’s hand.
NEW: Once per turn, you can select and activate 1 of these effects:
●Move this card to an adjacent (horizontal) unoccupied Monster Card Zone.
●Return 1 Spell, Trap or Monster Card on your opponent’s side of the field in the same column as this card to its owner’s hand.
Rampaging Rhynos:
OLD: Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. If this card attacks the monster in its same column, this card gains 500 ATK during the Damage Step.
NEW: Once per turn, this card can move to an adjacent (horizontal) unoccupied Monster Card Zone. If this card attacks the monster in its same column, this card gains 500 ATK during the Damage Step.
Two important notes: At the time this is being written, these texts have only been updated in the English version of the Official Database (not the Spanish, French, German or Italian ones), and also some of these cards do not have their texts formatted as PSCT yet. Additionally, none of these cards have been announced for a physical reprint yet.