jt wrote:That is super interesting. I haven't seen it before either.
Is there a way to end your turn other than spending memory until you run out? What happens if you run out of (playable) cards? (Is that even possible?)
Yeah you can voluntarily end turn but the gauge shifts to 3 on opponent, so rarely do you want to pass.
Rules document here:
https://hk.digimoncard.com/rule/pdf/manual.pdf?v1.1
Your hitpoints are 5 Security Cards from the top of your deck. Interestingly if you reveal a Digimon card it will deal its power (no other abilities like Deathtouch work) in damage to the Digimon that attacked you, so you have an incentive to always have some big digimon to remove attackers.
Some cards deal multiple Security Cards worth of damage, but Security Cards are flipped one at a time so the attacker might flip a Digimon of higher power and get destroyed before dealing full damage.
The Godzilla Magic the Gathering set works in a mostly similar way as Digivolutions (with Digimon you need to match color and the card needs to be 1 higher level, fresh hatched digimon are 1, so you can apply a lvl2 Digimon of the right color on top and so on for lvl 3 4 5+), there's some abilities that are passed on like Deathtouch or "deal 1 more security card in damage". You can also hard cast any Digimon so doesn't have the problem of Pokemon tcg (as I remember it, maybe it changed by now) where you got a charizard but no charmeleon in the field.
"Enters play from hand" and "Digivolved" are different 'enters play' conditions so some cards are better off hard casted instead of digivolved
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Oh yeah there's also no blocking by default, you need to have [Blocker] to Block so taking damage is the norm. But an attacking Digimon is tapped, and an unblocked Digimon can choose to hit a tapped Digimon or the opponent. This is balanced against Security cards being able to destroy Digimon quite easily especially if they're low level digimon with low power.