Digimon Card Game Quick Start Guide
| The Four Types of Cards | |
|---|---|
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 (remember to draw when you digivolve!).
- 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.
- Resolve all effects triggered by the attack. Current player's effects take priority.
- The defending player may then Blast Digivolve after all When Attacking effects have concluded.
- The defending player may then declare a blocker.
- If the attack target is a Digimon, battle begins; otherwise, perform security checks.
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 and Rules
- 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.
- ACE: ACE cards often have lower costs and Overflow. If they leave the Battle Area or move from under a card to another area, lose memory equal to the Overflow value.
- DNA Digivolution: All Digimon required to DNA digivolve must be on the field. Place the Digimon stacks on top of each other in the order specified on the card. DNA digivolving is considered digivolving, so you draw as normal. The DNA digivolved Digimon is considered a new Digimon, so it unsuspends and loses all negative status effects. Typically costs 0 memory.
- Blast Digivolve: You may Blast Digivolve in response to an opponent's attack after all When Attacking effects have concluded, but before announcing any blockers. Typically costs 0 memory, but only cards with ACE and Overflow can Blast Digivolve. Draw when digivolving, as normal.
- 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.
- Vortex: At the end of your turn, this Digimon may attack an opponent's Digimon, even the turn it was played.
- Overclock: At the end of your turn, delete 1 of your Tokens or another specified Digimon to have this Digimon attack a player without suspending.
- 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.