This playtest lets you practice playing your deck solo. You control one player, and there's a simulated opponent with security cards.
Step 1: Game Setup
Click "Reset Game" to start a new game
Your deck is automatically shuffled
You draw 5 cards into your Hand
5 cards are placed face-down in your Security Stack
The Memory Gauge starts at 0
Step 2: Your Turn Phases
Each turn follows these phases (click the phase buttons to advance):
Unsuspend Phase: All your suspended (tapped) Digimon become unsuspended automatically
Draw Phase: Click your Deck to draw 1 card (skip on first turn)
Breeding Phase: Choose one:
Click Digi-Egg Deck to hatch an egg (if breeding area is empty)
Click a Digimon in Breeding Area to move it to Battle Area (must be Level 3+)
Or do nothing
Main Phase: Play cards, attack, use effects
Step 3: Playing Cards
Play Digimon/Tamer: Click a card in your Hand to play it. You'll pay the memory cost (memory moves right). Cards enter play unsuspended.
Use Option Cards: Click an Option card in your hand. You need a matching color Digimon/Tamer on the field.
Memory Gauge: Click the numbered circles to manually adjust memory if needed. Memory on your side (negative) is yours, memory on opponent's side (positive) gives them the turn.
Step 4: Attacking
Click an unsuspended Digimon in your Battle Area
Choose to attack:
Opponent directly - Triggers security check
Suspended Digimon - Battle between Digimon (higher DP wins)
The attacking Digimon becomes suspended (rotated sideways)
Note: Digimon can't attack on the turn they're played from hand (summoning sickness), but Digimon moved from Breeding Area can attack immediately!
Step 5: Security Checks
When you attack the opponent directly:
Their top security card is revealed
If it's a Digimon: Battle happens (higher DP wins). If you lose, your attack ends!
If it's an Option/Tamer: Usually goes to trash (unless it has a security effect)
You win if you attack when opponent has 0 security cards!
Step 6: Ending Your Turn
Click "End Turn" to manually end your turn
Or click "Pass Turn" to pass (memory moves to 3 on opponent's side)
Automatic: Your turn ends automatically if memory moves to 1+ on opponent's side after paying costs
Tips & Tricks
Hover over cards to see detailed card information (tooltips can be toggled on/off)
Right-click cards in your hand to see card details
Click security cards to reveal them (for testing purposes)
Watch the memory gauge - if it goes positive, your turn ends!
Digimon in Breeding Area must be Level 3+ to move to Battle Area
Use the Trash area to see what cards have been used
Use Deck Actions to reveal, trash, or search cards in your deck
💡 Remember: This is a solo playtest - you're practicing against yourself. The opponent's security cards are simulated. For full rules, click the "Rules" button!
Digimon Card Game Rules
The Digimon Card Game is a competitive trading card game similar in fashion to Yu-Gi-Oh! or Pokémon TCGs. Each player has a companion Digimon in the battle area to attack the opponent. Your Digimon evolves and gets stronger. You win by beating your opponent's security (reducing your opponent's Security Area cards to zero) and delivering a winning attack.
Game Setup
Shuffle your deck, then place it in the "Deck" zone
Shuffle your Digi-Egg deck, then place it in the "Digi-Egg Deck" zone (if using one)
Both players draw 5 cards from the top of their decks for their initial hand
Place 5 cards from the top of your deck face down in your "Security Stack" zone
Place the counter on the number 0 on the Memory Gauge
Turn Procedures
Unsuspend Phase: Unsuspend all of your suspended cards
Draw Phase: Draw 1 card from your deck (player going first skips this on turn 1)
Breeding Phase: Hatch a Digi-Egg, move a Digimon from Breeding Area, or do nothing
Main Phase: Play cards, digivolve, use options, attack, etc.
Note: Your turn automatically ends when memory moves to 1 or above on your opponent's side (after all effects resolve).
Memory Gauge
The Memory Gauge is shared between both players. To pay costs, move the memory counter to the right from your perspective. Neither player can have more than 10 memory. To pay a memory cost exceeding 10, you must be able to move the memory counter that many spaces (e.g., to pay 13, you need at least 3 memory).
Card Display Format
Cards enter play unsuspended (vertical) unless an effect says otherwise. After attacking or blocking, they become suspended (horizontal).
Important Rules
Summoning Sickness: Digimon cannot attack on the turn they are played from your hand. However, Digimon moved from the Breeding Area to the Battle Area can attack immediately.
Breeding Area: Only Digimon that are Level 3 or higher can be moved from the Breeding Area to the Battle Area. Level 2 or lower Digimon cannot enter the Battle Area.
Hatching Digi-Eggs: Can only be done when there are no Digimon in the Breeding Area. Flip one card face up from the top of the Digi-Egg deck and place it in the breeding area. Digi-Egg cards are treated as Digimon after hatching.
Turn End: Your turn ends when memory moves to 1 or above on your opponent's side (after all effects resolve).
Passing: If you pass your turn, the memory counter automatically moves to 3 on your opponent's side.
Attacking: You can target one of your opponent's suspended Digimon in the battle area, or the opposing player directly.
Security Checks: Security cards are checked one at a time. If the attacking Digimon loses the battle with the first card checked, the attack ends. Security Digimon cannot activate effects (except [Security] effects) and are not considered regular Digimon.
Winning: You win if you attack your opponent when they have zero security cards remaining, or if they can't draw during their draw phase.