Chapter 1
Game Overview
1-1Number of Players
1-1-1This game is played by two players in a match against each other.
1-2Game Victory/Loss
1-2-1When a player meets the victory conditions, they win the game.
1-2-2The game will end when one of the players wins or loses.
1-2-3Victory conditions
1-2-3-1When an attack by your Digimon allows for 1 or more security checks, the attack is successful against your opponent, and your opponent has 0 security cards. (For details, refer to 11-5 "Confirming if an Attack is Successful")
1-2-3-2Your opponent has 0 cards in their deck and can't draw a card during your opponent's draw phase.
1-2-4At any point during the game, either player may declare that they forfeit. After a player declares a forfeit, they immediately lose the game.
1-2-5A forfeit is never forced, and effects don't trigger or activate for loss by forfeit.
1-2-6Some card effects can cause a player to win or lose the game. When such an effect is resolved, the player will win or lose.
1-3Fundamental Principles
1-3-1Any card text that conflicts with the Official Rules will be prioritized over the rules. (Example: A Digimon can't attack the turn it's played according to the rules, but a Digimon with <Rush> can attack by that effect.)
1-3-2If a player is requested to perform an impossible action, that action will not be carried out. If only some of those actions are impossible, the player performs as many of the required actions as possible.
1-3-3If a card in a given state is requested to be changed to that same state, the card remains in its current state. (Example: If a suspended Digimon is chosen for an "[On Play] Suspend 1 of your opponent's Digimon" effect, the action of suspending it isn't performed.)
1-3-4If processing is to be performed 0 or fewer times due to a rule or effect, that processing can't be performed. The opposite of the processing can't be performed, even if processing is to be performed a negative number of times.
1-3-5If multiple players are simultaneously requested to make a choice due to a rule or effect, the turn player makes their choice first. After the turn player makes their choice, the non-turn player makes their choice.
1-3-6When choosing cards by a rule or an effect, 1 or more cards 1 must be chosen. You can't choose less than 1 card. (Example: "[Main] Choose any number of your opponent's Digimon whose total DP adds up to 8000 or less and delete all of them" would require you to choose at least 1 of your opponent's Digimon whose total DP adds up to 8000 or less.)
1-3-7When a rule or effect modifies a numerical value, the result will always be an integer.
1-3-8When a rule or effect modifies a numerical value multiple times, first the modifying value is calculated, then it's applied to the original value. (Example: If both a +3000 DP and -2000 DP are applied to 1 Digimon, the final modifying value of +1000 will be applied to that Digimon.)
1-3-9Even if a cost to be paid becomes a negative value by a rule or effect, the final cost will not be a negative value.
1-3-10When cards are to be shuffled by a rule or an effect, you must randomize the order of those cards. If a card to be shuffled is public, it is made private before shuffling.
1-3-11Rules for Declaring Use of a Card
1-3-11-1A player can't declare to use a card in a state where use isn't possible. In addition, you can't declare to use a card if you can't pay its cost or alternate cost.
1-3-11-2If processing conditions exist as an alternate cost, you can't declare use of that card unless the processing conditions are met and the alternate cost can be paid.
1-3-11-3If optional processing conditions exist as an alternate cost, you can't declare use of that card unless the optional processing conditions can be processed and the alternate cost can be paid.
1-3-11-4If a card has [DigiXros] or [Assembly] and the alternate cost can be paid, including immediate-type effects that trigger by declaration of that card and increase the areas where cards can be placed under other cards for the rules for those effects, you can declare use of that card.
1-4Items Required for the Game
1-4-1Deck and Digi-Egg deck
1-4-1-1"Deck" and "Digi-Egg deck" refer to the decks composed of the cards used in the game.
1-4-1-2Deck
1-4-1-2-1A deck must have exactly 50 cards. It can't have more or less cards.
1-4-1-2-2A deck can include up to 4 copies of a card with the same card number. However, this doesn't apply to rules or effects that place 4 or more cards.
1-4-1-3Digi-Egg Deck
1-4-1-3-1A Digi-Egg deck can have 5 or fewer cards. As long as it has 5 or fewer cards, it can have as many cards as you like, or even 0 cards.
1-4-1-3-2A Digi-Egg deck can include up to 4 copies of a card with the same card number. However, this doesn't apply to rules or effects that place 4 or more cards.
1-4-2The Memory Gauge
1-4-2-1The memory gauge shows the numbers that represent the memory. One memory gauge is shared between both players during the game.
1-4-2-20 on the memory gauge is the center, and it has the numbers 1 through 10 on both the left and the right. The highest number on the memory gauge is 10 on both the left and the right. The memory won't exceed 10.
1-4-2-30 on the memory gauge is the center, the numbers on the left represent your memory, and the numbers on the right represent your opponent's memory.
1-4-3Marker
1-4-3-1The marker is used to indicate the current memory. One marker is shared between both players.
1-4-4Token Cards
1-4-4-1Token cards are non-game cards used by effects. You may prepare as many token cards as you like, but you must prepare token cards if your deck or Digi-Egg deck includes a card with an effect that uses tokens. (For details, refer to 4-18 "Tokens")
1-4-4-2Token cards can't be included in a deck or Digi-Egg deck.
1-4-4-3Token cards must be cards that can show their orientation. (For details, refer to 4-11 "Card Orientation")
1-4-4-4When using token cards, players don't have to declare the effect to be used with the token in advance. However, the card information must be written on the token cards to be used.
1-4-4-5A token card can be played even if its card information doesn't include a play cost.
1-4-5Index (Quick Reference Guide for Keyword Effects and Rules)
1-4-5-1The Index is a card that shows the various keyword skills and rules for cards. You can bring as many copies of the Index as you like.
1-4-5-2The Index can't be included in a deck or Digi-Egg deck.
1-4-5-3The Index doesn't have any effect on games.
1-4-5-4The Index can be confirmed at any point in a game.
1-4-6Counter Markers (Dice)
1-4-6-1Counter markers can be used to represent various things in the game. Players may bring any number of counter markers.
1-2-1-1-1Updated and made deletions in 11-3-1 through
1-9Updated
1-4-4-5Updated
1-3-11Updated 1-3-11-1 through
1-3-11-4Updated
1-4-4-4Deleted
1-4-4-64 Updated