Digimon Card Game Glossary 1
■Card Types
Digimon Card Cards with a Digimon on them.
Digi-Egg Card Cards with an In-Training Digimon on them. The back of these cards differ from
other cards, and they can only be used in the Digi-Egg deck.
Option Card One-use cards typically played directly from the player’s hand to cause certain
effects.
Tamer Cards Cards with Tamers on them. They can’t attack, but have abilities that can affect
your Digimon or your opponent’s Digimon. They can’t be targeted by an attacking
Digimon.
Digimon Digimon cards or Digi-Egg cards that are currently in the battle area or breeding
area.
Tamers Tamer cards that are currently in the battle area.
■Areas on the Playing Field
Battle Area The area where Digimon and Tamers are placed.
Digimon placed here can attack the opponent, and block opponent attacks.
Only Digimon level 3 or higher can be in the battle area. Certain combinations of
effects may cause a level 2 or lower Digimon to enter the battle area. If that
happens, the level 2 or lower Digimon is placed in the trash (recycle bin)
immediately.
Breeding Area The area where Digimon hatched from the Digi-Egg deck are placed.
Digimon in this area can’t activate effects, aren’t affected by effects from other
cards, and can’t be referenced by other effects.
Only 1 Digimon can be in the breeding area at a time, and Digimon in this area
that digivolve to level 3 or higher can be moved to the battle area.
Digimon in the battle area can’t be returned to the breeding area.
Deck Zone The area where the player’s 50-card deck is placed.
Digi-Egg Deck Zone The area where the player’s Digi-Egg deck containing up to 5 cards is placed.
Trash (Recycle Bin) The area where discarded cards are placed. Cards placed here are placed face up.
Memory Gauge The gauge used for paying costs, etc.
(Memory) For each point of a memory cost to be paid, the counter is moved one spot to the
right.
If the gauge lands on 1 or higher on the opponent’s side, any mid-resolution effects
or actions resolve, the turn ends, and it becomes your opponent’s turn. If the
resolution of an effect or action causes the counter to move to 0 or above on your
side of the gauge, your turn continues.
Security Stack A defensive wall that protects the player.
A player loses the game if they are attacked with zero cards remaining in their
security stack.
Digimon Card Game Glossary 2
■Timings
On Play Triggers when Digimon are played directly to the battle area.
Does not apply to digivolving Digimon or Digimon moved into play from the breeding
area.
When Triggers when a Digimon on the field digivolves.
Digivolving Digimon digivolved in the breeding area do not activate their When Digivolving effects.
These effects activate after the player draws a card for the digivolution bonus.
When Triggers when the Digimon attacks.
Attacking Resolves after the attack target is declared. Takes place before block declaration, the
battle with your opponent’s Digimon, and security checks.
End of Attack Triggers after the resolution of the attack made by any Digimon with effects with this
timing, and any effects that attack triggers.
If that Digimon loses the battle or leaves play during the attack, the End of Attack effect
doesn’t activate.
"At the end of During battles between Digimon or between a Digimon and a Security Digimon, "at the
the battle" end of the battle" timing occurs after comparing DP and determining the battle's
outcome.
Reactions When you attack with a Digimon, reaction timing occurs when all [When Attacking] and
"When one of your Digimon attacks" effects—along with all effects triggered by those
effects—finish activating.
Triggered by your opponent's effects that read "When an opponent's Digimon attacks."
On Deletion Triggers when a Digimon is defeated in battle, or deleted by a card effect.
Your Turn The period lasting from the start of your turn to its end.
Opponent’s The period lasting from the start of your opponent’s turn to its end.
Turn
All Turns Effects that are always active during both your turn and your opponent’s turn.
Start of Your Resolved when your turn begins.
Turn These effects activate before your unsuspend phase.
End of Your Resolved when your turn ends.
Turn It doesn’t become your opponent’s turn until the effect finishes activating.
Security When a card is turned over for a security check.
If the security card that is flipped over has this kind of effect, it activates automatically
and has no memory cost.
If it’s an Option Card, it’s activated even if its color requirements aren’t met.
Main Effects that can be activated during your main phase.
Applies to Option cards activated from your hand, or using optional effects of Digimon
or Tamers during the main phase.
■Card States
Suspend Turning a Digimon card or Tamer card sideways after attacking, blocking, or using their
main effect.
Suspended A Digimon card or Tamer card that has been suspended, or turned sideways. Suspended
Digimon can be targeted for attacks.
Unsuspend Returning a suspended Digimon card or Tamer card back to the upright position, so that
it can perform another action.
Unsuspended A Digimon card or Tamer card in the upright position that has yet to perform an action
such as attacking.
Digivolution A card that is stacked beneath a digivolved Digimon.
Card If the card has an inherited effect, it can be activated by the digivolved Digimon.
Deleted The state of a Digimon that has been placed in the trash (recycle bin) as a result of losing
a battle or being deleted by an effect.
Security If a Digimon card is flipped over during a security check, that card becomes a Security
Digimon Digimon.
Security Digimon are not considered regular Digimon, and effects that are effective on
regular Digimon can’t be activated against them.
Security Digimon also can’t activate any of their effects, except security effects.
Digimon Card Game Glossary 3
■Game Phases
Unsuspend Phase The first phase of a turn. The turn player unsuspends all of their Digimon and
Tamers.
Draw Phase Phase in which the player draws a card from their deck and adds it to their hand.
The player who goes first does not draw during their initial turn.
If a player’s deck is empty, and they can’t draw a card during this phase, they lose
the game.
Breeding Phase Phase where actions involving the breeding area are performed.
If there are no Digimon in the breeding area, 1 card can be revealed from the Digi-
Egg deck and placed there face up. (This is referred to as Hatching.)
Digimon who are level 3 or higher can be moved from the breeding area to the battle
area.
If nothing can be done, or the player doesn’t want to do anything, they can move on
to the next phase.
Main Phase Phase where actions such as playing Digimon, playing Tamers, using Option cards,
digivolving, and attacking are performed.
Turns A player’s turn to play.
Consists of the four phases and ends when the Memory Gauge reaches 1 or higher
on the opponent’s side.
■Properties Common to All Card Types
Card Name The name of the card.
Color The color of each card.
Rarity How rare a card is.
Effects Abilities possessed by Digimon, Tamers, and Option cards. Different from inherited
effects.
Security Effects Effects activated when a card is turned over during a security check.
Once Per Turn Indicates effects that can only be activated once per turn.
For example, even if the conditions for activating the effect occurred multiple times
in one turn, the effect could only be activated once.
Different effects with the Once Per Turn restriction can still be activated in the same
turn.
Also, if two separate Digimon possess the same effect with a Once Per Turn
restriction, they can each be activated once during the same turn.
Twice Per Turn Indicates effects that can only be activated twice per turn.
For example, even if the conditions for activating the effect occurred multiple times
in one turn, the effect could only be activated twice.
Different effects with the Twice Per Turn restriction can still be activated twice each
in the same turn.
Also, if two separate Digimon possess the same effect with a Twice Per Turn
restriction, they can each be activated twice during the same turn.
Digimon Card Game Glossary 4
■Digimon Card Properties
Play Cost Required cost to play a Digimon directly to your battle area.
Digivolve Cost Required cost to digivolve a Digimon.
DP (Digimon A Digimon’s attack power. When battling, the DP of both Digimon are compared, and
Power) the Digimon with the lower number loses and is deleted.
Digivolution Found on Digimon cards, these are the requirements to digivolve into this Digimon.
Conditions Consists of 3 parts: Color, Lv., and digivolve cost.
Inherited Effect Effects that are activated when a Digimon becomes a digivolution card.
These effects are not activated when the card is a regular Digimon.
Lv. (Level) Number showing the stage of a Digimon’s digivolution.
Digimon can be digivolved into a Digimon that is one level higher than itself.
Type One of the traits of a Digimon.
Attribute One of the traits of a Digimon. Usually one of the following: Vaccine, Data, Virus,
Free.
Rookie One of the stages of Digimon Digivolution. Corresponds to Level 3.
Champion One of the stages of Digimon Digivolution. Corresponds to Level 4.
Ultimate One of the stages of Digimon Digivolution. Corresponds to Level 5.
Mega One of the stages of Digimon Digivolution. Corresponds to Level 6 and above.
DNA These requirements on Digimon cards list the conditions necessary for a Digimon to
Digivolution DNA Digivolve.
Special Lists special digivolution conditions for a Digimon to digivolve that differ from a
Digivolution standard digivolution.
■Digi-Egg Card Properties
Inherited Effect Effects that are activated when a Digimon becomes a digivolution card.
Lv. (Level) Number showing the stage of a Digimon’s digivolution.
Digimon can be digivolved into a Digimon that is one level higher than itself.
Type One of the traits of a Digimon.
Attribute One of the traits of a Digimon. Usually one of the following: Vaccine, Data, Virus, and
Free.
In-Training One of the stages of Digimon Digivolution. Corresponds to Level 2.
■Tamer Card Properties
Play Cost Required cost to play a Tamer directly to your battle area.
■Option Card Properties
Cost Required cost to use an Option card.
Costs don’t need to be paid for cards when they’re flipped over during security checks.
■Actions
Attack Attacking the opposing player or one of their suspended Digimon.
Block Using the <Blocker> effect to receive an attack from an opponent’s Digimon in place
of the original target.
Battle Following an attack, the two battling Digimon/Security Digimon compare DP to
determine a winner.
Playing Paying a memory cost to place a Digimon card or Trainer card from your hand directly
into the battle area.
Hatching Drawing a card from the Digi-Egg deck during the Breeding Phase, and placing it face
up in the breeding area.
Digivolution Transforming a Digimon into a Digimon one level higher than its own.
A Digimon card is placed on top of a Digimon who meets its digivolution conditions,
and the digivolve cost is paid. A card is then drawn from the deck as a digivolution
bonus.
Trash Placing a card in the trash (recycle bin).
Pass Voluntarily giving up your turn to the opponent during the main phase.
When a turn is passed, the memory counter is moved to the opponent’s number 3 space
regardless of where it was at before passing.
Check Flipping a security card face up when you attack your opponent.
Move The act of moving a Digimon to another area. This mainly refers to moving a level 3 or
higher Digimon from the breeding area to the battle area.
DNA Digivolving a Digimon using DNA digivolution. Stack all of the Digimon specified by
Digivolution the DNA digivolution requirements on top of each other unsuspended, place the card
you're DNA digivolving into from your hand on top of both Digimon, and pay the
DNA digivolution cost. Then, draw a card from your deck as a digivolution bonus.
■Other
Color To use an Option Card, players must have a Digimon or Tamer in their battle area or
Requirements breeding area that matches the color of the Option Card.
Digimon Card Game Glossary 5
■Keyword Effects
<Blocker> When an opponent's Digimon attacks, you may suspend this Digimon to force
the opponent to attack it instead.
This effect can be used against an attack from an opposing Digimon.
The target of the attack changes to the Digimon that used <Blocker>,
taking the place of the original target.
<Security Attack +x> This Digimon checks x additional security card(s).
Effect that increases the number of security cards checked by x when attacking
the opposing player.
When checking multiple security cards due to this effect, do not flip all security
cards over at once. Instead, flip them over one at a time and don’t move on to
the next one until everything has resolved.
If the attacking Digimon is defeated in battle or returned to the player’s hand,
the attack ends.
<Security Attack -x> This Digimon checks x fewer security card(s).
Effect that decreases the number of security cards checked by x when attacking
the opposing player. If this effect causes the number of cards checked to
become zero (it can’t be less than zero), the opponent’s security cards aren’t
checked.
If your opponent has zero security cards and you attack with a Digimon that
checks zero cards, you can’t win the game.
<Recovery +x (Deck)> Place the top x card(s) of your deck on top of your security stack.
Effect that has you to place x cards from your deck on top of your security
stack without looking at them.
With this effect, you can replenish your security stack.
There is no limit to how many cards can be in your security stack.
<Piercing> When this Digimon attacks and deletes an opponent's Digimon and survives the
battle, it performs any security checks it normally would.
This effect allows a Digimon to check an opponent’s security cards after a
battle if your Digimon defeats the opposing Digimon and survives.
This effect also works if an attack is blocked, however it does not activate for
battles with Security Digimon. Security checks resulting from <Piercing> are
performed after all effects resulting from the battle have been resolved.
<Draw x> Draw x card(s) from your deck.
This effect allows you to add a number of cards to your hand from your deck.
There is no limit to how many cards you can have in your hand.
<Jamming> This Digimon can't be deleted in battles against Security Digimon.
Digimon with this ability will not be deleted if they lose a battle with the
opponent’s Security Digimon. If the Digimon has a Security Attack + effect
that allows for an additional security card to be checked, that check can still be
performed.
<Digisorption -x> When one of your Digimon digivolves into this card from your hand, you may
suspend of your 1 Digimon to reduce the memory cost of the digivolution by x.
When digivolving into a card in your hand with this skill, you may suspend 1
of your Digimon to reduce the digivolve cost by the number specified in the
effect.
However, the digivolve cost can’t be reduced to less than zero.
<Reboot> Unsuspend this Digimon during your opponent's unsuspend phase.
Digimon with this skill are unsuspended during not only your unsuspend phase,
but your opponent’s unsuspend phase as well.
<De-Digivolve x> Trash up to x cards from the top of one of your opponent's Digimon. If it has
no digivolution cards, or becomes a level 3 Digimon, you can't trash any more
cards.
Trash the number of cards specified from your opponent’s Digimon that was
targeted by the skill, starting from the top. This reduces the level of the target
Digimon. However, Digimon can’t be deleted or removed from play with this
skill. Once a Digimon has lost all of its digivolution cards or has been reduced
to level 3, you can’t trash any more cards with this skill.
<Retaliation> When this Digimon is deleted after losing a battle, delete the Digimon it was
battling.
When a Digimon with this skill loses a battle with one of your opponent’s
Digimon, it deletes that Digimon, regardless of DP.
<Digi-Burst X> Trash X of this Digimon's digivolution cards to activate the effect below.
A Digimon with this effect has a <Digi-Burst> effect you can activate by
trashing the specified number of digivolution cards from it at the specified
timing.
<Rush> This Digimon can attack the turn it comes into play.
Digimon with this effect can ignore the rule that states "Digimon can't attack
the turn they enter play" and attack as soon as they're played.
<Blitz> This Digimon can attack when your opponent has 1 or more memory.
When digivolving into a Digimon with this effect, you can attack with it before
the turn ends even if paying the digivolution cost moved the memory gauge to
1 or more on the opponent's side.
However, if the Digimon is suspended, has an effect that prevents it from
attacking, or is otherwise unable to attack normally, <Blitz> won't enable it to
attack.
<Delay> Trash this card in your battle area to activate the effect below. You can't
activate this effect the turn this card enters play.
After placing an Option card with this effect in your battle area, you can trash it
at the timing specified to activate the card's <Delay> effect.
It's not necessary to pay an Option card's memory cost or meet color
requirements when activating its <Delay> effect.
<Decoy (X)> When one of your other (X) Digimon would be deleted by an opponent's effect,
you may delete this Digimon to prevent that deletion.
When one of your (X) Digimon would be deleted by an opponent's "delete"
effect, you can delete the Digimon with this effect instead to prevent the other
Digimon from being deleted. When multiple applicable Digimon are deleted
simultaneously, you can only use this effect to prevent one of them from being
deleted.
If the Digimon with this effect is deleted, you can't activate this effect.
Armor Purge (When this Digimon would be deleted, you may trash the top card of this
Digimon to prevent that deletion.)
When one of your Digimon with this effect would be deleted, you can trash the
top card
of that Digimon to prevent that deletion. Digimon that activate this effect then
become the top Digimon card in their digivolution cards. Digimon that have no
digivolution cards can’t activate this effect. Additionally, any effects the
Digimon is affected by prior to activating <Armor Purge> continue to persist.
(This does not include effects that would be lost as a result of trashing the
Digimon’s top card.)