Digimon Card Game Quick Start Guide
The Four Types of Cards | |
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Digimon Cards
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Digi-Egg Cards
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Tamer Cards
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Option Cards
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Deck Construction
- 50-card deck made of Digimon, Tamer, and Option cards. Max 4 copies of a card with the same number.
- Separate Digi-Egg deck with up to 5 cards.
Setting Up
- Shuffle your Digi-Egg deck and place it in the Breeding Area.
- Shuffle your main deck and place it in the Deck Zone.
- Both players roll a die — the player with the highest roll goes first.
- Each player draws 5 cards. You may mulligan once by shuffling your hand into your deck and drawing 5 new cards.
- Place the top 5 cards of your deck face-down into your Security Stack.
- Set the memory counter to 0.
- The first player skips their draw phase.
The Field
- Memory Gauge: Track and pay memory costs.
- Security Stack: 5 cards that protect you. When empty, you’re vulnerable.
- Battle Area: Where Digimon and Tamers act.
- Deck Zone: Your 50-card main deck.
- Trash: Where deleted or used cards go.
- Digi-Egg Deck: Holds up to 5 Digi-Eggs.
- Breeding Area: Safe zone. Digimon here can't attack or be affected. Effects don't activate here, but you still draw when digivolving.
Card Properties
- Play Cost: Memory cost to play the card.
- Digivolution Conditions: Requirements to digivolve into this Digimon.
- Digimon Power (DP): Used to compare during battles.
- Effects: Abilities the Digimon can activate.
- Inherited Effect: Activated when this card is stacked under another Digimon.
- Level, Card Name, Digimon Color, Card Number, Rarity: Key identification info.
The Memory Gauge
When paying memory costs, use the memory gauge. If the memory counter lands on 1 or more on your opponent’s side, your turn ends. Memory may move to your side from effects or opponent’s play.
Victory Conditions
- Successfully attack your opponent when they have zero cards in their Security Stack.
- Your opponent can’t draw any cards during their draw phase.
Game Flow
- Unsuspend Phase: Unsuspend all your suspended Digimon.
- Draw Phase: Draw 1 card. (First player skips this phase.)
- Hatching Phase: (Optional) You may hatch a Digi-Egg or move a Digimon that has finished digivolving from the Breeding Area to the Battle Area.
- Main Phase:
- Play Digimon, Tamers, or Option cards.
- Digivolve your Digimon.
- You may take any number of actions while you have memory.
- Your turn ends when memory moves to your opponent’s side.
Playing and Attacking with Digimon
Playing Digimon
- Pay the play cost, then play the Digimon from your hand to your Battle Area.
- Digimon can’t attack the turn they are played.
Attacking
- Turn the Digimon sideways (suspend).
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You can:
- Attack your opponent's Security Stack.
- Attack a suspended Digimon.
- When attacking a Digimon, a battle begins.
Battles
- Compare DP of both Digimon.
- The one with the lower DP is deleted.
- If both are equal, both are deleted.
Security Checks
- Attacking the Security Stack flips over the top card.
- If it has higher DP, your Digimon is deleted.
- If a flipped card is a Tamer or Option card, it may activate a Security effect listed on it.
- Flipped cards go to the Trash unless stated otherwise.
Common Keywords
- On Play: Triggers when the card is played from your hand to the Battle Area.
- On Digivolve: Triggers when a Digimon digivolves into this card.
- Blocker: You may suspend this Digimon to redirect an opponent’s attack to it.
- Piercing: When this Digimon deletes a Digimon in battle, it also checks 1 security card.
- Rush: This Digimon can attack the turn it is played.
- Security Attack +1: This Digimon checks 1 extra security card when it attacks.
- Reboot: This Digimon unsuspends during your opponent’s Unsuspend Phase.
- Jamming: This Digimon is not deleted in battles against Security Digimon.