Digimon Cards

Digimon Cards:

Omegamon

There are also two types of Digimon cards

The first type of Digimon card

The first type of Digimon Card:

The upper left is the attack type [バドルタイプ],Combat phase,The opponent will attack you with the attack moves written here.,

In other words, if your opponent is the Agumon above, you will use the A attack as your move.

Below the attacked move is the Digimon's level. It is divided into Class III., Class IV, Complete Body, and Ultimate Body.

In the middle is the Digimon icon. At the top left of the icon is the Digimon's name, and below the name is the card number. At the bottom right of the diagram is a brief introduction to Digimon. The background of the diagram is the venue that the Digimon is adapted to

At the bottom left is the attack type and attack power.

Below the attack type and attack damage is a lost cell. When you lose a battle, find out the number of points you lost here according to the opponent's rank.

At the bottom right are Digimon's races, attributes, and special abilities (though this Agumon has no special abilities). At the bottom is the year of production.

The second type of Digimon card

The second type of Digimon Card:

At the top left is the attack type

To the right of the attack move is the Digimon's evolution/fusion/appearance condition.

In the middle is the Digimon icon, the upper left of the diagram is the Digimon's name, the card number is below the name, and the bottom of the icon is the Digimon's information, including rank, race, attributes, digital text writing of the name, and a brief introduction. The background of the illustration is also the Digimon's arena

The same goes for the bottom left

2 Tactical Cards

Iron Empire ME

Tactical Cards: There are 3 types of Item Cards [オプションカ一ド・アイテム], Program Cards [オプションカ一ド・プログラム], Field Cards [オプションカ一ド・フィ一ルド]

Prop cards, function cards, venue cards

The upper left is the type of tactical card, that is, the item card, program card, and field card just mentioned. The use of item cards is very simple, and they are all basic tactics; The program card is more difficult to use, the conditions are more harsh, and it is an intermediate tactical card; The field card is a high-level tactical card, at most one can be launched, and the reasonable use of it can greatly enhance their own strength, so that the opponent can not win even if they use good tactics, and the use time is long, with good props and program cards can defeat the strong with the weak (such as this ME field card, where the ME field Digimon, if you use attack A to attack, the attack power should be added to the value of attack C; That is to say, if you take the above omegamon and the agumon to fight, and the omega beast side launches this ME field card, the attack power will be 1250 (700 + 550) VS360.

Attack Component A

The numbers below the tactic card type have no role in the real tactics card game, so leave it alone.

The upper right is the timing of the launch, and the item card is generally launched during the attack phase; Function Cards are used as an evolutionary condition, while most others are activated during the attack phase; The field cards are activated as soon as the evolution stage is completed. Some cards also have activation considerations (e.g., they can only be used on one Digimon on your side) and usage costs (sometimes in the effects slot).

In the middle is also the diagram, and in the upper left is the name of the tactical card and the card number.

Below are the usage effects, usage conditions, usage cost [コスト] and usage restrictions [リミット] (usually including sending to the Dark Zone as soon as you use it, and sending it to the Dark Zone immediately after the end of the round, keeping a certain number of turns, and waiting until the Digimon at the time of activation is defeated or sent to the Dark Zone as long as it is sent to the ......).

3 Prop Cards

Item Cards (Components)

Attack Component A: Increases Attack by 20% High-speed Component B: Increases Speed by 20%

Defense Component C: Defense increased by 20% High-speed component D: Speed increased by 30%

Evolution component E: EVP (Energy required for evolution) +40, and the juvenile stage evolves into the growth stage

Attack Component F: Attack Damage increased by 50% Defense Component G: Attack damage of Ultimate A decreased by 20%

High-speed component H: 50% increased speed Attack component N: 60% increased attack power

Enhanced Component O: +25% Attack of Enhanced A or B Ultimate

Attack ineffective component P: Normal attacks below your level are invalid PS: If you are in the growth stage, the normal attack in the juvenile stage is invalid, but the growth period is still effective

Supplement Component Q: HP+50VP+50 Super Evolution Module S: EVP+60, the growth stage evolves into the maturity stage

High-speed component T: Increases speed by 60% Enhancement component W: Increases the attack power of any of the A.B.C special moves by 45%

Item Cards (Props)

Heavy Metal: You can only use Heavy Metal Bolt Data on your hand to deal +30 Attack Damage

Training Set: Training Clone Technique: Turns the original body into a clone and dodges attacks

White Feathers: Three pairs of wings grow on the back, and when they touch the ground, they disappear and add a secondary chip: HP+50

Demon Chip: VP+50 Steel Driller: Dig the ground, dig the wall

Orufandil's Arrow: +25% Strike (Hit) Chance and Healthy Grass Fruit: HP, VP +75 each

The Great Expansion of the Universe: It is generally used when it is trapped, and the body expands several times or even dozens of times, but when it is expanded, it may become a fatal injury if attacked

Steel Mallet: For attack, only vaccines can be used, directly dealing attack +50 damage

Frozen Ice: Cannot be used when your own Digimon is Ice-based

Scorching Burn: Cannot be used when your own Digim is a fire-based Fire Enhancement Specialty

Energy Charge: Consumes half of the VP, and the attack power of Ultimate A is multiplied by 1.5 times

Energy Transfer: Half of the VP is transferred to another Digimon

UD-turbine

Medical Kit: Remove Digimon's ailments

Bomb: Thrown, only viruses can be used, directly dealing attack +100 damage

Conquer Chip: HP+150

Angel Chip: VP+150

Holy Light: Cannot be used when your own Digimon is Light-based

Darkeye: Cannot be used when your own Digimon is Dark

Imperial Tyrannosaurus Machine: Attack, Defense, Speed Multiplied by 2, HP-100

Imperial Samurai: Attack, can only be used when the body is completely or above, directly dealing 2 attacks multiplied by 0.8 damage

Countercurrent Crystal: Turn back time

Digital Queen: For women, all abilities multiplied by 1.5, VP-80

High-speed movement: Either way you attack first

tomahawk

Soaring wings

4. Select the card

Select Cards:

9 coats of arms, 11 armor

Fusion Evolution: For Fusion Evolution

Enhanced Evolution: Choose Kari which is the most useful, and take a break for a round after performing a direct enhancement evolution

Network Evolution: Blue Card, mature stage evolves into a complete body

Frozen Memory: Evolve Ice Enhancement

Reverse Angel's Feather: Generally out of control after wrong evolution

5 program cards

Program Cards:

Emergency Stop!: Used when an opponent is about to attack, all Digimon that want to attack cannot attack that turn, but it will still count as the end of the turn

Ultimate Evolution!!: Complete Evolution to Ultimate HP, VP-40%

Network Password!: All players in the field except for the data Digimon cannot be activated for 3 turns

Absolute obedience!: If the opponent's Digimon are lower than your own, they will listen to your orders

Digimon Rampage!!: Summon a large number of baby Digimon and fill in the blanks

6 Scene Cards

Scene Cards:

Howling Grassland: The background of the game is the attack power of a green Digimon and the attack power of Ultimate C

Steel Mine: Digimon with an earthy background increased by 200 points

Dragon's Roar (DR):

Iron Empire (ME):

Natural Soul (NSP):

Viral Buster (VB):

Deep Sea Savior (DS):

Jungle Cavalry (JT):

Nightmare Corps (NSO):

Wind Guardian (WG):

7 Combination Cards

Combine cards

Beginner Combo: Attack Component A + High Speed Component B + Defense Component C Attack, Speed, Defense +20% each Combo +25% each

Air Attack Tactics: High-speed component B + white feather air attack

Rapid combination: high-speed module H + high-speed module H speed multiplied by 2 times

Pole group combination: high-speed module B + high-speed component D + high-speed component H + high-speed component T + high-speed movement

Frozen Combo: Frozen Sharp Ice + Growth: Snowman Agumon's ultimate power +10% for growth

Mature: Snowmanmon, Ice Demon Beast's ultimate power +20% to its own maturity

Complete: Ice Wizard Beast's ultimate power +30% when it is complete

Ultimate: Steel Garruru's ultimate power +50% when he is ultimate

PS: Scorching Burn, Holy Light, and Darkeye cannot be combined with Digimon

Small reply: Increase secondary chip + demon chip HP, VP +120 each

Super Recovery: Increasing Sub Chip + Demon Chip + Conquest Chip + Angel Chip + Healthy Grass Fruit HP, VP +300 each

8 battle blueprints

To play the card game, both sides must have a battle blueprint, and the following is a brief introduction to the drawing:

The leftmost is the scoreboard, at the beginning of the game, you have to use a card to put on the scoregrid to represent your remaining scores, this card is called ポイントゲ一ジ.

At the top right of the scoregrid is the Evolution Condition square. The evolution of any Digimon must have evolutionary conditions. In order to satisfy this condition, we must place the evolutionary condition on this case. Note that when evolving Digimon at Level IV, the evolution conditions are represented by a certain number of "○" and "X". At this point, you need to draw a card equal to the total number from the sea of the net, and put it face down (you can't see it yourself) in the evolution condition square. Place the cards equal to the number of "○" vertically and the number of cards equal to the number of "X" horizontally. For example: "OX", draw 2 cards in the sea of the Internet, 1 vertically and 1 horizontally. All other evolutionary conditions are placed vertically.

The battle legend below the evolution condition square tells everyone to put the blueprints together to play.

On the right side of the evolution condition square is the Digimon square [デジモンボックス], which is generally referred to as the square [ボックス] Both sides change the Digimon card in the square [デジモンカ一ド] through various methods such as evolution, and use various tactics to change the Digimon's attack power to be higher than the opponent and achieve victory.

Below the Digimon square is the Evolution Digimon square, and when selecting the evolution stage, place the back side of the Digimon card you want to evolve on, and place the evolution condition in the evolution condition square. On the right side of the Digimon square and the Evolved Digimon square is the game description and rescue square, and during the battle phase, if you meet the conditions of the rescue [サポ一ド], you can place the rescue card next to the Digimon square to implement the rescue function.

The game description and rescue grid at the top right is the sea of the net. It is used to place the cards to be taken, which will be described in more detail below.

Below the sea of the Internet is a dark area [ダ一クエリア].Cards that have been used or forcibly sent away will be placed here.,More on that below.

Below the entire drawing are 3 tactical squares [オプションスロット].After selecting the evolution phase, put the tactical card you want to put here in the codex, and you can use the tactical card placed in the tactical square at the right time.

9. Gameplay

Preparation stage

Preparation stage: Before playing, according to reasonable tactics (of course, this is up to everyone to explore, we will put some of the player's experience as a reference) to combine 30 cards into a deck of cards [デッキ]. There are some rules when combining: if there is no special explanation in the special ability, a maximum of 3 cards with the same name (note not the card number); The Digimon Card of the Ultimate Body can be placed up to 5 cards; At least one card is level III.[レベルIII.] (i.e., the growth period, which is called level III. in card games).

Beginning stage

Start: Each player chooses a Level III card and places it on the Digimon square with the back side up. Then shuffle the remaining 29 cards and place the top card face up (you are not allowed to look at it) on the scoreboard, revealing 100 points. Then draw 6 of the remaining cards as a codex, and put the remaining 22 cards on the sea. Then use the custom method to decide which side will attack first and which side will attack last.

Preparation stage

Preparation Stage: This stage consists of four steps, which are carried out sequentially, by the first attacker, and after completing one step, the next step is signaled.

1. Swap cards: Throw the unwanted cards in the Codex and Tactical Card squares to the dark area, and then draw cards from the sea of the Internet to keep the Codex 6 cards.

2. Swap Level III.: If there is a Level III card in the Codex at this time, you can use the Level III. in your hand to replace the Digimon Level III in the square (if it is not Level III., it cannot be replaced), and the replaced Level III card is thrown to the Dark Zone.

3. Select Evolution: Place the back of the Digimon card you wish to evolve in the Evolution Digimon square, and place the evolution conditions in the evolution conditions square. If continuous evolution can be carried out, this step can be continued.

4. Insert Tactic Cards: Put the tactic cards that can be activated in the Tactics Grid in the Codex into the empty Tactics Grid.

Evolutionary stage

Evolution Stage: The first attacker starts to evolve (if it is a level III. card that has not yet been opened, it will be opened first and then the evolution stage), and once it evolves, the original Digimon card will be sent to the Dark Zone (except for Level III). Sometimes, when preparing for evolution, it is found that the evolution conditions are not met (e.g., the condition requires that a certain number of cards in the Codex be discarded, but there are no more cards in the Codex) or that the evolution condition is abandoned, and the cards in the Digimon square will be placed in the Dark Zone after the evolution condition square. After the evolution of the team is completed, the activation time of the field card and some other tactical cards in the tactical card square must be activated at this time and there are no other special requirements, otherwise it cannot be used in the combat phase.

Combat phase

Battle Phase [バトルフェイズ]: If you look at the letter at the top left of the card in the opponent's Digimon square, your Digimon will attack with the move marked on the bottom left. Each move has a corresponding attack power and even has an impact (for example, the "C" attack of most Digimon cards can turn the opponent's "A" attack into 0). After that, the attacking team first uses the tactical card (turn over), the special ability (tell the opponent) and the aid ability (put the card in the rescue square), and stop when it is determined that it will not be used again; Then use it on the first attacker; The cycle repeats itself until both sides are no longer using tactics, comparing the attack power. Calculation of points stage (ポイント算フェイズ): After comparing the attack power, the side with the less attack power adjusts the score according to the lost score column written at the bottom left of the card (check the opponent's level, and then check the points deducted by your own card corresponding to that level. For example, if the card in Figure 1 loses to Level III, 30 points will be deducted, and if it loses to the full body, it will be deducted 10 points). If both teams have equal attack power, it will be a tie, and each team will deduct 10 points.

supplement

Then from the preparation stage, the winner acts as the first attacker, and in the event of a draw, the first attacker and the second attacker remain the same. The cycle continues until the game ends when one side has a score of 0. The side with a score of 0 is the negative side.

Note: When there are no more cards left on the sea at the end of the scoring stage (this is called the end of life of your Digimon), throw the Digimon on your Digimon square and the tactical card with the expiration date of your Digimon "End of Life" to the Dark Zone (except for Level III), and then shuffle the cards in the Dark Zone and put them back in the Sea of the Internet to start the preparation phase.