User:Jaguar83/Digicard working Version

Target Page: Digimon Card Game (2020) English Website: https://world.digimoncard.com/

Game play
Each player's main deck consists of 50 cards as well as Digi-Egg (デジタマ) deck consisting of 0-5 cards. A deck cannot contain more than 4 of any given card number, with the exception of restricted cards (1 card per deck), banned cards and cards with special effects that allow extra copies (e.g. BT6-085 Eosmon Lv. 5, whose effect allows a player to have 50 copies in a deck).

Object of the Game
Each player starts the game with 5 cards on their security stack. The object of the game is to remove all of the cards in your opoonent's security stack so that you make a final, direct attack on the opposing player. A player can also lose by being unable to draw during their draw phase.

Zones and areas
There are several zones/areas on the playing field:
 * Deck: Contains the player's 50-card main deck
 * Trash (also referred to as the "recycle bin" on some cards): Deleted, discarded and played cards
 * Security Stack: A defensive wall that protects the player. When the security stack is attacked, security effects activate on revealed cards and battle is conducted with revealed digimon
 * Battle Area: The main area of the playing field where active Digimon, Tamers and some option cards sit. Anything in the Battle Area is said to be "in play"
 * Digi-Egg Deck: Contains the player's extra deck containing 0-5 Digi-Egg cards. This is the only deck that can contain Digi-Egg cards and cannot contain any other type of card.
 * Breeding Area: Where Digi-Egg cards are hatched from the Digi-Egg deck. Cards in the breeding area cannot activate any effects and cannot be targeted by effects unless an effect is specifically meant to affect the Digimon in the breeding area
 * Memory Gauge: There is a single memory gauge that is shared between both players. The gauge has 0 in the centre and goes up to 10 on each player's side. When a player pays a memory cost, the counter counts down and moves towards the opponent's side of the gauge. Once the counter passes 0, the current player's turn ends and the opponent starts their turn with the amount of memory the counter ends on.

Cards
Every card in the Digimon Card Game has common features:
 * Memory cost: When a card is played, the memory gauge is changed according to the cost of the played card.
 * Code/Card Number: The unique code of the card. A card's code is made up of a set identifier (ST? for starters, BT or EX for boosters, and P for promotional cards) and a 2 or 3 digit number, separated by a dash. For Example: Coredramon from the red starter deck "Gaia Red" has the code "ST1-06", and Blasted Disaster from the Double Diamond booster set has the code "BT6-103".
 * Rarity: There are 5 levels of rarity: Common, Uncommon, Rare, Super Rare and Secret Rare. There are also alternate art versions of many cards that are considered much more rare, however this difference in rarity is not reflected on the printed rarity designation.

Card Types
Cards are divided up into four types:

Digimon
The core of any deck, digimon cards are the main battling cards of the game. Every digimon card has the following features:
 * DP (Digimon Power): This functions as both attack and defence in battles. When two digimon battle, the one with the lower DP is deleted, or both if it is a tie. If a digimon's DP is ever reduced to 0, it is deleted.
 * Form: The name of the digimon's digivolution stage (Rookie/Champion/etc.)
 * Attribute: The name of the digimon's attribute (Data/Vaccine/Virus/etc.)
 * Type: One or more descriptors that describe the digimon's characteristics. These are usually the digimon's type (e.g. Insectoid, Dragon, Angel) along with with a family or affliation (e.g. Ten Warriors, D-Brigade)
 * Level: A digimon's level generally lines up with its form (Lv.3 = Rookie, Lv. 4 = Champion, and so on), although there are exceptions.

There are also features that only appear on some digimon cards, but not others:
 * Digivolution conditions: The memory cost to digivolve, the colour(s) that a digimon can digivolve from and the level(s) that a digimon can digivolve from. Most digimon have at least one set of digivolution conditions and some digimon have two sets.
 * Card effects: Many digimon have effects that apply either constantly or on certain triggers. There are also certain keyword effects, which also have their description written afterwards on the card.
 * Inherited Effect: Effects that become active when the digimon digivolves. The inherited effects of all digimon underneath the top digimon card (termed "digivolution sources") are applied to the digimon and their effects stack.

Digi-Eggs
Digi-Eggs are a subset of digimon cards with a different, white card back that reside in an optional extra "Digi-Egg deck". While considered to be Digimon cards, Digi-Egg cards lack many of the features of regular digimon:
 * No cost or digivolution cost
 * No DP
 * No attribute
 * You cannot move a Digi-Egg out of the breeding area and a Digi-Egg cannot exist in the battle area. If some effect ever causes a Digi-Egg to be in the battle area (such as de-digivolve), it is deleted

Options
Option card provide one-off supporting effects, and in some cases a secondary effect that can be triggered after playing. Most option cards also have a security effect that triggers when the card is flipped over from the security stack. The security effect is usually to activate the card's main effect, however some just add the card to the players hand and others have a different effect from their main effect.

Option cards can only be played if the player has a digimon or tamer card of the same colour as the option card in the battle area or the breeding area.

Tamers
Tamer cards are played into the battle area and usually provide ongoing supporting effects. Many tamer cards also have one-off effects that trigger when the card is first played. All tamer cards have the security effect that plays them at no cost when the card is flipped over from the security stack.

Most tamer cards in the "Next Adventure" booster set (BT7) also have inherited effects like digimon cards. This is in line with the set's focus on Hybrid digimon as seen in Digimon Frontier.

Colours
Cards are also divided into seven colours, each with a general theme and focus (with some overlap):
 * Red: High DP, increasing DP, getting extra attacks, deleting opponent digimon
 * Blue: Manipulation of digivolution sources, unsuspending, extra drawing, returning to hand
 * Green: Suspending opponent digimon, more digimon with piercing, rewards attacking digimon, fast digivolution, greater digi-Burst synergy
 * Yellow: Security manipulation, defense, DP manipulation
 * Black: More digimon with blocker, de-digivolve, reboot, deleting opponent digimon
 * Purple: Trash manipulation, retaliation, sacrificing own digimon for effects, greater option synergy
 * White: Various, general support for other colours

Digivolution
A core mechanic of the Digimon Card Game, in line with being a core concept in the Digimon franchise, digivolution allows a player to play a digimon card at a lower cost while drawing a extra card and possibly gaining extra effects.

If a digimon can be digivolved to, it will have digivolution conditions printed on the card. Digivolution conditions show the colour and level of the digimon that the can be digivolved from as well as the cost to digivolve and some digimon have two sets digivolution conditions. For example:
 * BT6-066 PileVolcamon can digivolve from a Black Lv. 5 digimon for a cost of 3 memory.
 * EX1-022 Imperialdramon Dragon Mode can digivolve from either a Blue or Green Lv. 5 digimon for for a cost of 3 memory.
 * BT5-015 MetalGreymon: Alterous Mode can digivolve from a Red Lv. 4 digimon for for a cost of 3 memory or from a Red Lv. 5 digimon for for a cost of 1 memory.

To digivolve, a player pays the digivolution cost and plays the card that is being digivolved to top of another digimon in the battle area that meets the digivolution conditions, stacking them in such a way so as any inherited effects are visible. The play then draws a card as a "digivolution bonus". Any cards underneath a digimon are referred to as "digivolution sources".

Digivolution sources can grant the digimon they are under extra effects called inherited effects. For example: when a digimon with ST3-08 MagnaAngemon in its digivolution sources attacks, it reduces an opponent's digimon's DP by 1000.

Suspending
Attacking and blocking, as well as using various effects can cause a card in the battle area to become suspended. When a card becomes suspended, it is turned sideways to show that it is in a suspened state. All of a player's suspened cards unsuspend in the Unsuspend Phase at the start of that player's turn. Suspended digimon can be attacked by an opponent's digimon.

Attacking
At any time during a player's turn, that player can have make attacks with their digimon. A digimon can either attack one of the opponent's suspended digimon, or the opposing player. If the opponent has an unsuspended digimon with blocker in the battle area, they can opt to suspend that digimon to have the target of the attack redirected to it.

If a digimon attacks a player directly, and the opposing player has at least 1 card in their security stack, the top card is flipped over (known as making a security check. If it is a tamer of option card, the security effect of the card, if any, is activated without paying the card's cost). If the flipped card is a digimon, the two digimon battle and then, if the security digimon has a security effect, it is activated.

If a digimon attacks a player directly, and the opposing player has no cards left in their security stack, the attacking player wins the game.

If a digimon attacks a suspended digimon, the two digimon battle.

When two digimon battle - whether because the opponent's digimon was attacked, was selected as a blocker or was flipped over from the security stack - their DPs are compared and the one with the lowest DP is deleted and sent to the trash. If there is a tie, both digimon are deleted. Digimon flipped over from the security stack are always deleted after battle, regardless of the result of the battle.

Effects
All option and tamer cards, as well as many digimon cards have effects that trigger when they are played, when something happens while they are in play or both. There are several triggers that determine when a card's effect takes effect, however the text may impose further conditions on when the effect can be used:
 * On Play: Triggers when a card is played directly into the battle area, usually by paying the card's play cost.
 * When Digivolving: Triggers when a digimon card is digivolved into by playing it on top of another digimon rather than played directly.
 * When Attacking: Triggers when a digimon card makes attack.
 * End of Attack: Triggers when after a digimon card has finished its attack and has survived.
 * On Deletion: Triggers when a digimon card is deleted from the battle area. This effect does not trigger if the digimon was flipped from the security stack.
 * Security: Triggers when a card is flipped from the security stack. Normally security effects are written on the bottom panel of option and tamer cards, the Security trigger is only present on tamer cards with inherited effects and on digimon cards.

There are also several keywords that are present on cards that represent common effects. Most of these keywords have the effects expanded afterwards in brackets on the cards:
 * Draw X: Draw X cards from your deck
 * Blitz: Usually paired with the "When Digivolving" trigger. If playing or digivolving to this card causes the memory to move to your opponent's side, the digimon may make an attack.
 * Blocker: When an opponent's Digimon attacks, you may suspend a Digimon with this Keyowrd to force the opponent to attack it instead.
 * De-Digivolve X: Trash X card(s) 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.
 * Decoy: When one of your other X coloured Digimon would be deleted by an opponent's effect, you may delete this Digimon to prevent that deletion. Some cards were originally printed stating that this effect occurred when the digimon was deleted is anyway; this has since been corrected with errata updates.
 * Delay: Trash this card in your battle area to activate the specified effect. You can't activate this effect the turn this card enters play.
 * Digi-Burst X: Trash X of this Digimon's digivolution cards to activate the specified effect.
 * Digisorption -X: When one of your Digimon digivolves into this card from your hand, you may suspend 1 of your Digimon to reduce the memory cost of the digivolution by X.
 * Jamming: This Digimon can't be deleted in battles against Security Digimon.
 * Piercing: When this Digimon attacks and deletes an opponent's Digimon and survives the battle, it performs any security checks it normally would. Importantly, Piercing grants security attacks, so it cannot be used to win the game. Also, if a digimon with Piercing attacks another digimon and it is blocked, the if attacking digimon survives, it still gets security attacks rather than attacking the originallt targeted digimon
 * Reboot: Unsuspend this Digimon during your opponent's unsuspend phase
 * Recovery +X: Place the top X cards of your deck on top of your security stack.
 * Retaliation: When this Digimon is deleted after losing a battle, delete the Digimon it was battling.
 * Rush: This Digimon can attack the turn it comes into play.
 * Security Attack +/-X: This Digimon checks X additional/fewer security cards.
 * If a digimon has extra security attacks, each attack is resolved separately and only if the attacking digimon survives the previous attack
 * If a digimon has zero or fewer security attacks, it can still declare a security attack, however no cards will be flipped over.
 * Combinations of Security Attack + and Security Attack - are cumulative. If a digimon is given Security Attack -1 and later gains Security Attack +1, it gets 1 security attack as normal.

=Reference= Official Rulebook - English