Professional Documents
Culture Documents
Digimon Card Game Comprehensive Rulebook V2.3-1
Digimon Card Game Comprehensive Rulebook V2.3-1
Digimon Card Game Comprehensive Rulebook V2.3-1
3
By Antinomy (u/Jintechi)
Table of Contents
1. Game Outline
2. Card Data
3. Game Areas
4. Basic Terms
5. Game Preparation
6. Game Progression
7. Card Attacking and Battle
8. Activating and Resolving Effects
9. Rules Processing
10. Conditions, Keywords, and Undefined Terminology
11. Other
General Rules
1. Game Outline
1-1. Number of Players
1-1-1. This game is a 2-player competitive game. There are
currently no written rules for games with 3 or more
players.
1-2. Victory Conditions
1-2-1. This game ends when either player loses the game.
When a player’s opponent loses the game, and that
player did not, they win the game.
1-2-1-1. The game’s lose conditions are as follows.
1-2-1-1-1. A player receives a successful Direct Attack from their
opponent. A Direct Attack is an attack against an
opponent with 0 Security Cards remaining.
1-2-1-1-2. The number of cards in a player’s Main Deck is 0 when
they would need to draw during their Draw Phase.
1-2-2. When either player has fulfilled the loss conditions, that
player loses the game via rule processing at the next
rule processing timing.
1-2-2-1. During the game, when either player receives a successful Direct
Attack from their opponent while they have no remaining Security
Cards, that player fulfils loss conditions.
1-2-2-2. During the game, when either player would need to perform their
mandatory draw during their Draw Phase, but have no remaining
cards in their Main Deck, that player fulfils loss conditions.
1-2-3. If at any point, somehow all players fulfil loss
conditions at the same time, the game is a draw.
1-2-4. Either player may surrender during the game at any
time of their liking. A surrendering player instantly loses
without waiting for the next checkpoint and the game is
over.
1-2-5. The act of surrendering is not affected by any cards.
Players can never be forced to surrender due to card
effects, and loss by surrendering is not subject to any
replacement effects.
1-2-6. Some cards can either make a player win or lose the
game. Such effects will instantaneously make the
player win or lose without waiting for the next
checkpoint, ending the game during its resolution.
1-3. Fundamental Principles
1-3-1. Any card text that conflicts with the Official Rules will be
prioritized over the rules.
1-3-2. If a player is requested to perform an impossible act for
any reason, that act will not be carried out.
Likewise, if an effect requests a player to carry out a
certain amount of actions and some of those actions
are not fully possible, conduct as much of the
requested actions as possible.
1-3-2-1. If an existing object is requested to be changed to some state yet it is
already in that state, the object does not again become that state; the
action itself is not carried out.
1-3-2-2. If a player is requested to carry out some action 0 or a negative
number of times due to any reason, that action is not carried out.
Conducting a certain action negative times does not imply carrying
out its opposite action.
1-3-3. If a card effect directs a player to carry out a certain
action, yet there is an active effect prohibiting that
action, that effect is prioritized and the action is not
conducted.
1-3-4. If multiple players are simultaneously requested a
choice for some reason, the turn player makes their
choice first. The non-turn player chooses after that.
1-3-5. If a player is to name a number due to card effects or
rules, if there are no indications otherwise, the number
must be an integral number greater than 0. Numbers
less than 1, numbers which include fractions, or
negative numbers cannot be chosen.
1-3-5-1.If cards or rules indicate a maximum number such as “up to...” and
there are no indications of a minimum number, the player cannot
choose 0.
1-3-6. If a card effect rewrites data on a card, if there are no
special indications or if there are no definitions in the
rules, numbers on a card do not become fractions
lower than 1. If the numbers (other than the power)
were to reach negative values, with the exception of
situations where numbers are either added or
subtracted, they are treated as 0.
1-3-7. If not specified otherwise, a card’s effect text is resolved
In the order it is described on the card.
1-3-8. If card effects direct a player to carry out an action in a
way that would both Suspend and Unsuspend a card
simultaneously, the effect requiring Suspension always
takes priority.
1-3-9. Japanese card text will always take priority regardless of
what text is written on an English language card.
2. Card Data
2-1. Card Name.
2-1-1. This is the card’s proper name.
2-1-2. Some text will indicate nouns with [], without
descriptions on what kind of information it is.
These texts are referring to card names.
2-1-2-1. When an effect references a card name in singular form, it
also applies to the plural form of that name. The opposite is also
true—when an effect references a card name in plural form, it also
applies to the singular form of that name.
2-1-3. As an exception, some cards have permanent effects
which add card names to card text. Treat these cards
as if they have this text by default, including during
deck construction and when in secret areas.
2-2. Illustration.
2-2-1. This is the illustration depicting the card’s image.
2-2-2. The illustration does not affect gameplay.
2-3. Card Type.
2-3-1. This is an indication of the card type.
2-3-2. There are 4 types of cards: Digimon Cards, Tamer
Cards, Option Cards and Digi-Egg Cards.
2-3-2-1. If card text refers to a “Digimon” or “Digimon card” it is typically
referring to a card of the “Digimon” Card Type.
2-3-2-2. If card text refers to a “Tamer” or “Tamer card” it is typically referring
to a card of the “Tamer” Card Type.
2-3-2-3. If card text refers to an “Option” or “Option card” it is typically
referring to a card of the “Option” Card Type.
2-3-2-4. If card text refers to a “Digi-Egg” or a “Digi-Egg Card” it is typically
referring to a card of the “Digi-Egg” Card Type.
2-4. Colours.
2-4-1. This information indicates the card’s colour. A card’s
colour can be referred to in card text and digivolution
requirements.
2-4-1-1.There are seven colours: red, blue, green, yellow, purple, black and
white.
2-4-1-2. Some cards may have more than one of these colours.
2-6. Card Traits
2-6-1. This is an indication of the traits of a card.
2-6-1-1. There are 3 different traits: Form, Attribute and Type.
2-6-2. The information is not directly referenced by the rules,
but the data can be referred to in card text.
2-6-3. Some cards will have multiple special traits. Multiple
traits will be listed with /.
2-6-4. Only Digimon cards have Card Traits.
2-6-5. As an exception, some cards may have permanent
effects which add traits to card text. Treat these cards
as if they have this text by default, including during
deck construction and when in secret areas.
2-7. DP (Digimon Power)
2-7-1. This indicates the card’s power in battle. Check “7.
Attacking and Battle” for details.
2-7-2. Only Digimon cards have DP.
2-7-3. Effects that reduce DP cannot reduce it to less than 0.
2-8. Play Cost
2-8-1. This is the cost necessary to Play this card from a
player’s hand into the Battle Area.
2-8-1-1. Only Digimon cards and Tamer cards have Play
Costs.
2-8-2. When card text refers to “cost”, “memory cost” or “play
cost”, it can refer to Play Costs on Digimon cards and
Tamer cards.
2-8-3. When Playing a Digimon card or Tamer card from hand,
the player must reveal that card from their hand, place
that card into the Battle Area, and then move the
memory counter a number of places equal to that
card’s Play Cost towards their opponent’s side of the
Memory Gauge.
2-8-3-1. If Playing a Digimon card would move the memory counter to a
position above 10 on the opponent’s side of the Memory Gauge, that
card cannot be Played.
2-8-4. If a Play Cost would be reduced by a card effect, it can
not be reduced below 0 or become a fraction.
2-9. Cost
2-9-1. This is the cost necessary to Use this card from a
player’s hand.
2-9-1-1. Only Option cards have Costs.
2-9-2. When card text refers to “cost” or “memory cost”, it
can refer to Costs on Option cards.
2-9-3. When Using an Option card from hand, the player
must reveal that card from their hand, move the
memory counter a number of places equal to that
card’s Cost towards their opponent’s side of the
Memory Gauge, and then activate the [Main] effect of
that Option card.
2-9-3-1. If Using an Option card would move the memory counter to a
position above 10 on the opponent’s side of the Memory Gauge, that
card cannot be Used.
2-9-4. If a Cost would be reduced by a card effect, it can
not be reduced below 0 or become a fraction.
2-10. Digivolution Cost and Conditions
2-10-1. This is the cost necessary to Digivolve into this card
from your hand, and the conditions which must be
met by the card you are digivolving this card onto.
2-10-1-1. Only Digimon cards have Digivolution costs and conditions.
2-10-2. When card text refers to “digivolution cost” or “memory
cost” it can refer to Digivolution Costs on a Digimon.
2-10-3. When card text refers to “digivolution requirements” it
refers to the Digivolution Conditions on a Digimon
card.
2-10-4. A card may have more than one Digivolution Cost and
Condition, in which case, only one needs to be
used in order to Digivolve.
2-10-5. When Digivolving into a Digimon from hand, the player
must reveal that card from their hand, place that card
onto a Digimon in their Battle Area or Breeding Area
which meets the Digivolution Conditions of that
card, move the Memory Counter a number of places
equal to that of the Digivolution Cost of that card
towards the opponent’s side of the Memory Gauge,
and then draw a card from their Main Deck.
2-10-5-1. If Digivolving a Digimon would move the Memory Counter to a
position above 10 on the opponent’s side of the Memory Gauge,
that card cannot be Digivolved.
2-10-6. If a Digivolution Cost would be reduced by a card
effect, it can not be reduced below 0 or become a
fraction.
2-11. Effects
2-11-1. This indicates the effects which this card possesses.
2-11-2. If not specified otherwise, the effects of Digimon Cards
and Tamer Cards are only relevant in the Battle Area.
2-11-3. Some text has detailed explanations of keyword effects
and other card effects inside parentheses. These are
called explanatory notes. Explanatory notes are part of
the text, but their purpose is providing further
explanations of effects and they themselves do not
influence gameplay.
2-11-3-1. In some specific cases, effect text is included in parentheses to
make understanding the effect easier.
2-11-4. Cards which lack card text in the effect box location do
not have effects.
2-12. Inherited Effects
2-12-1. This indicates the effects gained by Digimon which
have this card in their digivolution cards.
2-12-1-1. Effects Inherited by a Digimon are considered to the effects of that
Digimon, rather than the digivolution card with the inherited effect.
2-12-2. The inherited effects of Digimon Cards are only
relevant in the Battle Area unless specified otherwise.
2-12-3. Some text has detailed explanations of keyword effects
and other card effects inside parentheses. These are
called explanatory notes. Explanatory notes are part of
the text, but their purpose is providing further
explanations of effects and they themselves do not
influence gameplay.
2-12-3-1. In some specific cases, effect text is included in parentheses to
make understanding the effect easier.
2-12-4. Cards which lack card text in the inherited effect box
location do not have inherited effects.
2-13. Lv.
2-13-1. This indicates the level of a Digimon card.
2-13-2. Card text may refer to “Lv.” or “level” in which case it is
referring to the Lv. of a Digimon Card.
2-14. Rarity.
2-14-1. This indicates the card’s rarity.
2-14-2. It does not affect gameplay.
2-15. Card Number
2-15-1. This indicates the card’s number.
2-15-2. The number is referenced in game preparation.
2-15-2-1. When preparing for the game, a player can only include 4 or fewer
copies of the same-numbered card in their deck.
2-16. Block
2-16-1. This indicates the block the card is part of.
2-16-2. It does not affect gameplay.
3. Game Areas
3-1. Areas
3-1-1. If not specified otherwise, both players possess one
each of every area.
3-1-2. The number of cards in each area is open information
and each player can check the numbers whenever they
want to.
3-1-3. Cards in some areas are revealed to both players while
others are not. Areas with revealed cards are called
open areas while areas with hidden cards are called
secret areas.
3-1-4. When cards move from the Battle Area to another Area,
they are regarded as new cards in those new areas (if
not specified otherwise). Effects that were active on
those cards in the original area will not be carried over
to the new area.
3-1-5. If multiple cards are to be placed in a certain area
simultaneously, the order in which they are placed into
that area is decided by the owner of those cards.
3-1-5-1. When the owner of multiple cards can decide the order of those
cards being placed into a secret area from an open area, players
other than the owner of the cards cannot confirm in what order those
cards were placed into the secret area.
3-1-6. If a card is directed to move to a certain area, but the
directions do not include which player’s area, it moves
to its owner’s corresponding area.
3-1-6-1. If a card is directed to move to a certain area of another player other
than the Battle Area, that card moves to its owner’s corresponding
area.
3-1-7. When cards move from a Trash Area to a different area,
they are regarded as new cards in those new areas (if
not specified otherwise). Effects that were active on
those cards in the original area will not be carried over
to the new area.
3-2. Deck Zone
3-2-1. Place the Main Deck here at the beginning of the game.
3-2-2. The Deck Zone is a secret area. The cards in this
Area are placed facedown, and neither player can
check the contents or order of those cards, nor can
they change their order.
3-2-3. If cards in a Main Deck are to move between areas,
move the cards one by one.
3-2-4. If a player is requested to shuffle their deck, they
rearrange the order of the cards of their Main Deck in a
random fashion.
3-3. Digi-Egg Deck Zone
3-3-1. Place the Digi-Egg Deck here at the beginning of the
game.
3-3-2. The Digi-Egg Deck Zone is a secret area. The cards in
this Area are placed facedown, and neither player can
check the contents or order of those cards, nor can
they change their order.
3-3-3. If cards in a Digi-Egg Deck are to move between areas,
move the cards one by one.
3-3-4. If a player is requested to shuffle their Digi-Egg deck,
they rearrange the order of the cards of their Digi-Egg
deck in a random fashion.
3-4. Hand
3-4-1. This is the area where each player places the cards they
draw from their deck.
3-4-2. The hand is a secret area, but a player can freely view
the contents and change the order of cards in their own
hand.
3-4-3. Players cannot view the contents of cards in another
player’s hand.
3-5. Trash (area)
3-5-1. Place deleted Digimon and Tamers, as well as used
Option cards in this area. If the word(s) “Trash” or
“Recycle Bin” appears in card text, it is referring to the
Trash area. If a player is requested to trash a card,
they move that card to the Trash.
3-5-2. The Trash is an open area. Cards in the area are
placed face-up, and either player can freely view the
contents of these cards. When you place new cards in
this area, place them on top of the cards originally in
the area.
3-6.Battle Area
3-6-1. Place Digimon Cards, Tamer Cards and some Option
Cards in this area. Also Digivolve Digimon Cards into
this area.
3-6-2. The Battle Area is an open area. Cards in this area are
placed face-up.
3-6-3. The act of placing Digimon Cards or Tamer Cards into
the Battle Area is typically called “Play.”
3-6-4. When placing cards into the Battle Area, place them
Unsuspended if not specified otherwise.
3-6-5. A player may place any number of cards into the Battle
Area.
3-6-6. When Digivolving Digimon Cards into the Battle Area,
place them in the same state (Suspended or
Unsuspended) as the card they were Digivolved on to.
3-7. Breeding Area
3-7-1. Hatch Digi-Egg Cards and Digivolve Digimon Cards into
this area.
3-7-1-1. To “Hatch” a Digi-Egg Card is to flip it face-up from the top of the
Digi-Egg Deck Zone and place it into the Breeding Area.
3-7-2. The Breeding Area is an open area. Cards in this area
are placed face-up.
3-7-3. When placing cards into the Breeding Area, place them
Unsuspended if not specified otherwise.
3-7-4. A player may have only one Digimon in their Breeding
Area at a time.
3-7-5. When Digivolving Digimon Cards into the Breeding
Area, place them in the same state (Suspended or
Unsuspended) as the card they were Digivolved over.
3-7-6. A Digi-Egg card in the Breeding Area is always treated
as a Digimon if not specified otherwise.
3-7-7. Card effects cannot activate or Trigger in the Breeding
Area unless specified otherwise.
3-7-8. Card effects cannot affect cards in the Breeding Area
unless specified otherwise.
3-7-9. Card effects do not Trigger from actions performed in
the Breeding Area, nor do they meet any conditions
from actions, cards, or card text in the Breeding Area.
3-8. Memory Gauge
3-8-1. The Memory Gauge has numbers in order from 10 to 0
and then back to 10 on it and is used to track a player’s
Memory resource. Players may share one Memory
Gauge or may each have their own.
3-8-2. If players share a Memory Gauge, it should be placed
between both players so they can both reach it
during the game.
3-8-3. A Memory Counter is used to track the Memory a player
has during their turn. The Memory Counter starts the
game on the value “0” and, as costs are paid by a
player, it moves a number of values equal to those
costs towards their opponent’s side of the Memory
Gauge.
3-8-3-1. If the memory cost to be paid for a card would move the Memory
Counter above 10 on the opponent’s side of the memory gauge, that
card cannot be used or played.
3-8-4. A Player’s side of the Memory Gauge is alway the
left-hand side starting from 10 and ending at 1.
3-8-4-1. During a Player’s turn, the value “0” on the Memory Gauge is
considered to be part of their side of the Memory Gauge.
3-8-5. If at any time a player moves the Memory Counter so
that it is no longer the turn player’s side of the Memory
Gauge, and a Checkpoint ends, the turn begins to end.
3-8-5-1. Effects which trigger at the end of the turn Trigger now and a
Checkpoint occurs before the turn can end.
3-9. Security Stack
3-9-1. Place your Security Cards here. At the start of the
game, place 5 cards from the top of your shuffled Main
Deck here face-down.
3-9-2. The Security Stack is a secret area. The cards in this
area are placed face down, and neither player can
check the contents of those cards nor can they change
their order. A player must choose the top card when
cards are moved from the Security Stack to other areas
unless specified otherwise.
3-9-3. If a card or effect asks a player to shuffle their Security
Stack, it refers to randomizing the order of a player’s
Security Cards. This shuffle is to be performed by the
player the Security Cards belong to, regardless of who
the owner of the shuffle effect is.
4. Basic Terms
4-1. Effects
4-1-1. Effects are the orders a player is given by a card’s effect
Text.
4-1-1-1. Effects can generally be divided into 3 categories: Activated
effects, Permanent effects, and Automatic effects.
4-1-1-2. The outcome of an effect can be divided into 4 categories: Immediate
outcomes, Continuous outcomes, Replacement outcomes and
Interruptive outcomes. (See more about this in section 8 “Activating
and Resolving Effects”.)
4-2. Owner
4-2-1. The Owner is a card’s physical Owner.
4-2-2. A card is owned by the player who originally had that
card in their Main Deck or Digi-Egg Deck.
4-2-3. At the end of the game, both players recover all of the
cards they own.
4-2-4. If a card effect would move a card to an opponent’s
area, and that area is not the Battle Area, it is moved
to the matching area belonging to the card’s owner
instead.
4-3. Master
4-3-1. A master is the player currently using cards or effects.
4-3-2. The master of a card in a certain area is the player that
area belongs to.
4-3-3. The master of an Activated effect is the master of the
card which has that effect or the master of the effect
which activated that effect.
4-3-4. The master of a Permanent effect is the master of the
card which has that effect or the master of the effect
which granted that effect.
4-3-5. The master of an Automatic effect is the master of the
card which has that effect or the master of the effect
which activated that effect.
4-4. The Turn Player and Non-Turn Player
4-4-1. The turn player is the player currently proceeding with
their turn.
4-4-2. The non-turn player is the player currently not
proceeding with their turn.
4-5. Trigger
4-5-1. Automatic effects which meet their trigger conditions are
considered Triggered.
4-6. Pending
4-6-1. Automatic effects which Trigger enter a state in which
they wait to Activate at the end of the step in which the
condition was met. This is called Pending.
4-6-2. Pending effects are Activated and Resolved during
the next Checkpoint.
4-7. Checkpoint
4-7-1. Checkpoints are points of gameplay where rule
processing and the activation of Pending Automatic
effects are carried out.
4-7-2. If a Checkpoint occurs, follow the procedure below.
4-7-2-1. If an action has activated new effects, the master of those
Activated effects may resolve those effects in any order. Repeat this
process until there are no more Activated effects to be resolved.
4-7-2-2. All rules processing that currently needs to be carried out is resolved
simultaneously. If a situation requiring new rules processing results,
repeat this process as long as rules processing is required.
4-7-2-3. If Automatic effects are Pending, the Master of the effect which
Triggered most recently, activates and resolves it, then returns
to 4-7-2-1.
4-7-2-3-1. If the most recent Pending Automatic effects Triggered
simultaneously, the Turn Player chooses one of those
effects which they are the master of, activates and resolves
it, and then returns to 4-7-2-1. If the Turn Player has no
effects for which they are the master, the Non-Turn Player
chooses one of those effects which they are the master of,
activates and resolves it, and then returns to 4-7-2-1.
4-7-2-4. End the checkpoint.
4-8. Free Timing
4-8-1. Free timing is a point in gameplay when the turn
player is allowed to actively carry out actions.
4-8-2. When either player is to be granted free timing, follow
the procedure below.
4-8-2-1. A checkpoint occurs.
4-8-2-2. The player is granted free timing. They choose to carry out a possible
action. If they do not Pass or proceed to the End of Turn Step, they
are granted another free timing. If that player cannot take a legal
action, they must Pass.
5. Game Preparation
5-1. Preparing a Main Deck and Digi-Egg Deck.
5-1-1. Each player prepares their own Main Deck and Digi-Egg
Deck before playing the game.
5-1-2. A player requires an exactly 50 card Main Deck
constructed out of Digimon Cards, Tamer Cards, and/or
Option Cards to play the game.
5-1-2-1. A player’s Main Deck can only include up to 4 copies of a card with
the same card number.
5-1-2-2. A Permanent effect which affects deck construction rules are
regarded as replacement effects which replace the above rules
concerning deck construction.
5-1-2-2-1. A Permanent effect which affects deck construction refers
to a Permanent effect with text that specifies “You can
include (X) copies of (a card) in your deck” or “You can only
include (X) copies of (a card) in your deck.”
5-1-2-2-2. Permanent effects which affect deck construction take
effect during deck preparation
5-1-3. A player may have between 0 and 5 Digi-Egg cards in
their Digi-Egg deck. No other card types are permitted.
5-1-4. Cards present on the most recent Banned or Restricted
List can only be included in a Main Deck or Digi-Egg
Deck the number of times specified in that list.
5-2. Before Playing the Game
5-2-1. Before playing the game, each player must follow the
procedure below.
5-2-1-1. Present the Main Deck and Digi-Egg deck they are going to use this
game. This deck (at this timing) must fulfill the deck construction
rules given in 5-1.
5-2-1-2. Each player shuffles their Main Deck and Digi-Egg Deck. Then, each
player places their Main Deck face-down in their Deck Area, and
their Digi-Egg Deck face-down in their Digi-Egg Deck Area.
5-2-1-3. Decide which player goes first randomly using the following criteria:
5-2-1-5-1. Deciding the first player cannot be in anyway a conscious
choice. A player, even if chosen randomly, cannot have a
choice on whether they play first or not.
5-2-1-6. Each player places 5 cards from the top of their Main Deck
face-down into their Security Stack.
5-2-1-7. Each player draws 5 cards from their Main Deck.
5-2-1-8. The first player begins the game and starts their turn.
6. Game Progression
6-1.Turn Flow.
6-1-1. The game is progressed by the turn player. The turn
player performs the various phases of a turn following
the procedure below. These phases complete a turn.
6-2. Start of Turn Step.
6-2-1. This is not a Phase, rather a timing in which effects that
trigger at the start of a player’s turn Trigger and then a
checkpoint occurs.
6-3. Unsuspend Phase.
6-3-1. The effects which trigger at the start of a player’s
Unsuspend Phase Trigger, and then a
Checkpoint occurs.
6-3-2. Players unsuspend all of their cards in the Battle Area or
Raising Area which are suspended.
6-3-3. A Checkpoint occurs. When all necessary processing is
carried out for this checkpoint, proceed to the Draw
Phase.
6-4. Draw Phase.
6-4-1. The effects which trigger at the start of a player’s Draw
Phase Trigger, then a Checkpoint occurs.
6-4-2. The turn player draws 1 card from their deck. The
player who goes first does not draw on their first turn.
6-4-3. A Checkpoint occurs. When all necessary processing is
carried out for this checkpoint, proceed to the Breeding
Phase.
6-5. Breeding Phase.
6-5-1. The effects which trigger at the start of a player’s
Breeding Phase Trigger, then a Checkpoint occurs.
6-5-2. The turn player performs one of the following
actions.
6-5-2-1. Hatch a Digi-Egg from their Digi-Egg Deck by flipping the top card of
their Digi-Egg Deck face-up, and placing it into the Breeding Area.
6-5-2-2. Move a level 3 or higher Digimon from their Breeding Area into the
Battle Area.
6-5-2-3. Do nothing.
6-5-3. A Checkpoint occurs. When all necessary processing is
carried out for this checkpoint, proceed to the Main
Phase.
6-6. Main Phase.
6-6-1. The turn player can carry out various actions in the Main
Phase. Proceed the Phase following the procedure
Below.
6-6-2. The effects which trigger at the start of a player’s Main
Phase Trigger, then a Checkpoint occurs.
6-6-3. The turn player is granted a free timing. Checkpoints
corresponding to each action also occur. The player
can carry out any of the actions allowed during the
Main Phase (stated below) during this free timing.
6-6-3-1. The turn player can play a Digimon card or Tamer card from their
hand into the Battle Area.
6-6-3-1-1. Players reveal the card they are playing from their hand,
place that card into the Battle Area, pay the cost of that
card by moving the memory counter a number of values
towards the opponent’s side of the memory gauge equal to
that card’s cost, and declare that they are playing the card.
If they cannot move the memory counter a number of
values equal to that card’s cost, they cannot declare that
they are playing that card.
6-6-3-1-2. That card is played.
6-6-3-1-3. The effects of cards which trigger when a certain card is
played Trigger, and a Checkpoint occurs.
6-6-3-2. The Turn Player can use an Option card from their hand.
6-6-3-2-1. Players reveal the card they are using from their hand, pay
the cost of that card by moving the memory counter a
number of values towards the opponent’s side of the
memory gauge equal to that card’s cost, and declare that
they are using the card. If they cannot move the memory
counter a number of values equal to that card’s cost, they
cannot declare that they are using that card. If they do not
have a Digimon or Tamer in play with the same colour as
the Option card they are using, then they cannot declare
that they are using that card.
6-6-3-2-2. That card is used, activating it’s [Main] effect.
6-6-3-2-3. The effects of cards which trigger when an Option card is
used Trigger.
6-6-3-2-4. Resolve the activated [Main] effect.
6-6-3-2-5. A Checkpoint occurs.
6-6-3-3. The turn player can digivolve a Digimon card from their hand onto a
Digimon in their Battle Area or Breeding Area.
6-6-3-3-1. Players reveal the card they are digivolving to from their
hand, place that card on top of the appropriate Digimon in
the Battle Area or Breeding Area so that the inherited
effects of cards stacked below it are visible, pay that
Digimon’s digivolution cost by moving the memory counter
a number of values towards the opponent’s side of the
memory gauge equal to that card’s digivolution cost, and
declare that they are digivolving that card. If they cannot
move the memory counter a number of values equal to that
card’s cost, they cannot declare that they are digivolving
into that Digimon.
6-6-3-3-1-1. If a card in your hand has alternate digivolution
requirements, you may activate this effect after
revealing the card in your hand, but only if the
digivolution would be legal or has a cost.
6-6-3-3-1-1-1. If the cost is paid and the Digivolution is
no longer legal, place the activated card
in your hand into the Trash.
6-6-3-3-1-2. Cards stacked beneath a Digimon are referred to
as digivolution cards and are not considered to be
Digimon or in play once digivolution is completed..
6-6-3-3-2. That Digimon is digivolved, and the player draws a bonus
card.
6-6-3-3-2. The effects of cards which trigger when a Digimon
digivolves Trigger, and a Checkpoint occurs.
6-6-3-4. The turn player can activate [Main] effects on Digimon cards, Tamer
Cards or Option cards in the Battle Area which they are the master
of.
6-6-3-4-1. The turn player declares that they are activating one of their
[Main] effects.
6-6-3-4-2. That effect is activated.
6-6-3-4-3. The effects of cards which trigger when a certain [Main] or
effect is activated Trigger and a Checkpoint occurs.
6-6-3-5. The turn player can attack their opponent or their Digimon with
Digimon which they are the master of. Check the details for battle in
the later “Card Attacking and Battle” section.
6-6-3-6. The turn player can choose to perform a Pass.
6-6-3-6-1. The player declares that they Pass, and moves the memory
counter to the value “3” on the opponent’s side of the
memory gauge.
6-6-3-6-2. The effects of cards which trigger when a player declares
that they Pass Trigger, and a Checkpoint occurs.
6-6-4. If at any time during the Main Phase, the memory
counter is on the opponent’s side of the memory
gauge when a player is not performing a Checkpoint
during their Main Phase, proceed to the End of Turn
step.
6-7. End of Turn Step.
6-7-1. This is not a Phase, rather a timing in which effects that
trigger at the end of a player’s turn Trigger and then a
Checkpoint occurs.
6-7-2. If, after the Checkpoint in 6-7-1. resolves, the memory
counter is still on the non-turn player’s side of the
memory gauge, the turn player’s turn ends and the
opponent’s turn begins. If, after the Checkpoint in 6-7-1.
resolves, the memory counter is now on the turn
player’s side of the memory gauge, the turn player
continues their turn, and returns to 6-6-3.
6-7-2-1. If the turn player’s turn ends, all effects which last until the end of the
turn end simultaneously.
7. Card Attacking and Battle
7-1. During the Main Phase, the turn player can suspend an unsuspended Digimon
in their Battle Area in order to attack the opponent or an opponent’s suspended
Digimon in their Battle Area. If the player chooses to attack, follow the
procedures below.
7-1-1. Suspend the attacking Digimon and declare the attack
target.
7-1-2. Effects which trigger when their master declares an
attack or when a Digimon is suspended Trigger, then a
Checkpoint occurs.
7-1-3. The Reaction Step occurs. The effects of the non-turn
player which trigger when the opponent declares an
attack (including the conditions for Blocker) Trigger,
then a Checkpoint occurs.
7-1-4. If the attack target is the opponent, follow the
procedures below.
7-1-4-1. Compare the number of Security Checks performed by this attack so
far to the attacking Digimon’s current Security Attack value (all
Digimon have a base Security Attack value of 1). If the number of
Security Checks made during this attack so far is greater than or
equal to the Digimon’s Security Attack value, go to 7-1-7. If you have
already performed a Security Check during this attack and the
opponent has no Security Cards remaining, go to 7-1-7.
7-1-4-2. If the opponent has no Security Cards remaining, perform a Direct
Attack. Your opponent fulfils Loss Conditions and you win the game.
7-1-4-3. If the opponent has Security Cards, perform a Security Check. A
Security Check is revealing the Security Card at the top of the
non-turn player’s Security Stack.
7-1-4-3-1. Revealed Security Cards are no longer considered to be in
the Security Stack.
7-1-4-4. The [Security] effect of the revealed Security Card is Activated and
any effects which trigger when the number of Security Cards a player
has is reduced Trigger and a Checkpoint occurs.
7-1-4-5. If that Security Card is a Digimon Card, follow the procedures below.
7-1-4-5-1. The revealed Security Card becomes a Security Digimon.
7-1-4-5-1-1. Security Digimon are not treated as Digimon, may
not activate their effects and are unaffected by
effects other than [Security] effects and effects
which specifically affect Security Digimon.
7-1-4-5-2. A battle occurs between the attacking Digimon and the
Security Digimon.
7-1-4-5-3. Compare the DP of the battling cards. If the attacking
Digimon has equal to or less DP than the Security Digimon,
the attacking Digimon is deleted in battle.
7-1-4-5-4. A Checkpoint occurs.
7-1-4-5-5. The battle ends. Effects which trigger at the end of a battle
Trigger, and a Checkpoint occurs.
7-1-4-6 Place the revealed Security Card in the Trash, then return to 7-1-4-1.
7-1-5. If the attack target is a Digimon, follow the procedures
below.
7-1-5-1. A battle occurs between the attacking Digimon and the attack target.
7-1-5-2. Compare the DP of the battling cards. If the attacking Digimon has
less DP than the attack target, the attacking Digimon is Deleted. If
the attack target has less DP than the attacking Digimon, the attack
target is deleted. If both battling Digimon have equal DP, both are
deleted simultaneously.
7-1-5-3. A Checkpoint occurs.
7-1-5-4. The battle ends. Effects which trigger at the end of a battle Trigger,
and a Checkpoint occurs.
7-1-6. If the attack target was a Digimon but that Digimon is no
longer in the Battle Area, proceed to 7-1-7.
7-1-7. The attack ends. Effects which trigger after an attack
Trigger, and a Checkpoint occurs.
9. Rules Processing
9-1. Fundamental Rules
9-1-1. Rule processing is a general term referring to various
automatic processing by the rules for specific events
throughout the game.
9-1-2. Rule processing can be widely divided into interruptive
rule processing and confirmative rule processing.
9-1-2-1. Interruptive rule processing is immediately resolved when it occurs,
even while carrying out other actions.
9-1-2-2. Confirmative rule processing is carried out only during Checkpoints
and only if the conditions are fulfilled. Even if the conditions are
fulfilled during another action, if the condition is not fulfilled during the
Checkpoint the rule processing is not carried out.
9-1-2-3. If multiple confirmative rule processing requests are made at the
same time, carry them out simultaneously.
9-2. Loss Judgement Processing
9-2-1. Loss judgement processing is interruptive rule
processing.
9-2-2. At the beginning of rule processing, if any player fulfills
the loss conditions below, all of those players lose the
game.
9-2-3. If any of the players receive a successful Direct Attack,
that player has fulfilled loss conditions.
9-2-4. If any of the players must draw for their normal draw
during their Draw Phase and has no cards in their main
deck, that player has fulfilled loss conditions.
9-3. Processes for when a card is placed on top of another card.
9-3-1. Placing card(s) on top of another card(s) (such as when
digivolving) is interruptive rule processing.
9-4-2. When a new card is placed on an existing card either in
the Battle Area or Breeding Area, continuous effects
regarding additions/subtractions to the card’s DP,
Continuous effects regarding gained Keywords or
effects, and the position of the existing card are carried
over to the card placed on top of it.
9-5. Processing when a Digimon’s DP drops to 0.
9-5-1. Confirmative rules processing is used when a Digimon’s
DP drops to 0.
9-5-2. If a Digimon’s DP drops to 0, that card is deleted and
placed into its owner’s Trash.
9-5-2-1. After an effect causes a Digimon’s DP to change, if that Digimon’s
DP drops to 0 and is deleted and placed into its owner’s Trash as a
result of rules processing dictating Digimon cards be placed into the
Trash when their power drops to 0, that Digimon is not considered to
have been deleted or placed in its owner’s Trash by that effect.
9-6. Processing when a Digi-Egg card is the active Digimon in the Battle Area.
9-6-1. Confirmative rules processing is used when a Digi-Egg
card is a Digimon in the Battle Area.
9-6-2. If a Digi-Egg card is a Digimon in the Battle Area, it is
placed into its owner’s Trash.
10-11. [Security]
10-11-1. If a card with [Security] in its effect is revealed as a
Security Card during a Security Check, the effect with
[Security] will activate immediately.
10-11-1-1. [Security] effects do not have a memory cost.
10-11-1-2. Option cards with [Security] effects which are revealed during a
Security Check are not considered to be “used”, and therefore do
not require a Digimon or Tamer of the same colour to be in the
Battle Area or Breeding Area to activate their [Security] effects.
10-12. [Main]
10-12-1. An Activated effect which the turn player can activate
during their Main Phase when they have a free
timing.
10-13. <Blocker>
10-13-1. <Blocker> is an Automatic Keyword effect which
Triggers during the Reaction Step when an opponent
declares an attack.
10-13-2. When activated, you may suspend the card with
<Blocker>, and if you do, switch the target of the
attack to the card which activated <Blocker>.
10-13-2-1. Switching the target of the attack to the card with <Blocker> is
called Blocking. Effects which prevent a Digimon from blocking
do not prevent the Digimon from suspending itself by the effect of
<Blocker>.
10-14. <Security Attack +X>
10-14-1. A Digimon with this effect increases its Security
Attack value by X.
10-14-1-1. All Digimon have a base Security Attack value of 1 unless
otherwise specified.
10-14-2. Multiple copies of this Keyword stack their effects.
10-14-3. Additional checks are made one at a time, with each
check resolving fully before the next as specified in
step 7-1-4.
10-14-4. When the Security Attack value of a Digimon changes
mid-attack, use the current Security Attack value of
the Digimon to determine how many Security Checks
you have remaining to be performed.
10-15. <Security Attack -X>
10-15-1. A Digimon with this effect decreases its Security
Attack value by X.
10-15-1-1. All Digimon have a base Security Attack value of 1 unless
otherwise specified.
10-15-2. Multiple copies of this Keyword stack their effects.
10-15-3. When the Security Attack value of a Digimon changes
mid-attack, use the current Security Attack value of
the Digimon to determine how many Security Checks
you have remaining to be performed.
10-16. <Recovery +X (Deck)>
10-16-1. When an effect triggers this Keyword, place the top
X cards from your deck on top of your Security Stack
face-down one at a time. These cards are now
considered Security Cards.
10-16-1-1. There is no upper limit to the number of Security Cards you can
have in your Security Stack.
10-17. <Piercing>
10-17-1. <Piercing> is an Automatic Keyword effect which
Triggers when the Digimon with <Piercing> deletes
an opponent’s Digimon in battle and survives that
battle.
10-17-2. When activated, go to step 7-1-4-1. instead of ending
the attack to perform security checks equal to the
Digimon’s current Security Attack value.
10-17-2-1. <Piercing> does not allow you to make a Direct Attack. If your
opponent has no remaining Security Cards, the attack ends.
10-18. <Draw X>
10-17-2. When an effect triggers this Keyword, draw X cards
from your main deck.
10-19. <Jamming>
10-19-1. <Jamming> is a Permanent Keyword effect.
10-19-2. A Digimon with <Jamming> is not deleted in battles
against Security Digimon.
10-20. <Digisorption -X>
10-20-1. <Digisorption -X> is a Permanent Replacement
Keyword effect which reduces part or all of the
memory cost of a Digivolution.
10-20-2. When paying the memory cost for digivolving into a
Digimon with <Digisorption -X>, you may suspend
one of your Digimon to reduce the memory cost of
that digivolution by X.
10-21. <Reboot>
10-21-1. <Reboot> is an Automatic Keyword effect which
Triggers during the start of your opponent’s
Unsuspend Phase.
10-21-2. When activated, unsuspend the card with <Reboot>.
10-22. <De-Digivolve X>
10-22-1. When an effect triggers this Keyword on a Digimon,
trash the Digimon card at the top of that stack of
cards up to X times (minimum 1), one at a time.
10-22-2. If at any time that Digimon becomes Lv.3 this effect is
cancelled.
10-22-3. If at any time, that Digimon has no digivolution cards,
this effect is cancelled.
10-23. <Retaliation>
10-23-1. <Retaliation> is an Automatic Keyword effect which
Triggers when the Digimon with <Retaliation> is
deleted in battle.
10-23-1-1. If a Digimon with an inherited <Retaliation> effect is deleted, both
the top most Digimon and the Digivolution Card which granted the
effect must remain in the Trash to activate the effect. If either are
removed from the Trash before activating the effect, the effect is
cancelled.
11. Other
11-1. Infinite Loops
11-1-1. When carrying out some processes, there may be
some occasions where an action can be or must be
carried out infinitely. This is called an infinite loop, and
1 cycle of action from the start to the end of the loop is
called a loop action. If such an event occurs, follow the
procedure below.
11-1-2. If neither player can stop an infinite loop, the game
ends in a draw.
11-1-2-1. If only one player has the choice to stop the infinite loop within the
loop action, that player declares how many times they wish to carry
out the loop action. Carry out the loop action that many times and
finish it at the timing with which that player can make a choice to
stop the infinite loop. The player cannot choose to restart the loop
even if in the exactly same state (all cards are in the same areas)
as before the loop unless they are forced to do so due to effects
such as Automatic effects.
11-1-2-2. If both players have the choice to stop the infinite loop within the
loop action, the turn player first decides how many times they wish
to carry out the loop action. Then the non-turn player decides how
many times they wish to carry out the loop action. Carry out the
loop action the fewer amount of times declared by the players and
finish it at the timing which that player can make a choice to stop
the infinite loop. The player that decided on a larger number cannot
choose to restart the loop even if in the exact same state (all cards
are in the same areas) as before the loop unless they are forced to
do so due to effects such as Automatic effects.
11-2. Revealing Cards
11-2-1. When moving cards from a Secret Area to another
Secret Area where a condition must be verified for that
card, such as when adding a card from the Security
Stack to your hand, moved cards must be revealed,
even when there is no direction that specifically states
so.
11-3. Digivolution Cards
11-3-1. Depending on effects or digivolution, cards in the Battle
Area and Breeding Area may have cards placed on top
of or beneath them.
11-3-2. Cards beneath other cards are called digivolution
cards, the effects of these cards will be negated, and
these cards will be treated as the same card as the
card placed on top of it as a single card.
11-3-2-1. When referring to digivolution cards, those cards are treated as
different cards from the card placed on top of them.
11-3-2-2. Cards with effects that specifically remain active when they become
digivolution cards (such as inherited effects) are not negated when
they become digivolution cards.
11-3-3. When new cards are placed into the digivolution cards
of a card in play, it will be placed at the very bottom
unless otherwise specified.
11-3-4. When cards are moved from the Battle Area to
anywhere besides the Breeding Area, or if cards are
moved from the Breeding Area to anywhere besides
the Battle Area, the digivolution cards underneath
those cards will be moved from their original areas to
their owners’ Trash. During this time, those card’s
Automatic effects, triggered by Area Movement, do
not activate unless specified otherwise.
11-3-4-1. When digivolution cards move to a different area, area movement
Automatic effects on those cards do not activate unless otherwise
specified.
11-3-5. When a specific card is moved from one player’s area
to another player’s area, all of the digivolution cards
placed beneath the card move with it.
11-4. Gaining Control of Cards
11-4-1. To gain control of a card means to move a player’s
card to the area of the effect’s owner and become its
master.
11-4-1-1. A card retains its original positioning after you gain control of it. Any
effects in place on the card remain as well.
11-5. Viewing Secret Areas
11-5-1. Some card effects require players to look at Secret
Areas. Unless specified otherwise by the card, this
effect applies only to the card’s master.
11-5-2. When looking at cards, they are considered to remain
in their original areas.
11-6. Naming differences between Japanese and English cards
11-6-1. Some cards have a different name in Japanese than
they do in English. In these cases, the Japanese name
takes priority.
11-6-2. Cards which are not treated as having [Greymon] in
their name are as follows.
11-6-2-1. [DexDoruGreymon]
11-6-2-2. [DoruGreymon]
11-6-2-3. [BurningGreymon]
11-6-3. Cards which are not treated as having [Garurumon] in
their name are as follows.
11-6-3-1. [KendoGarurumon]
11-6-4. Cards which are not treated as having [Vee] in their
name are as follows.
11-6-4-1. [DemiVeemon]
11-6-5. Cards which are treated as having [Leomon] in their
name are as follows.
11-6-5-1. [LoaderLiomon]