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Quick Rules Cheat Sheet

Use this sheet as a quick reference for playing Digimon Partners. If you need more information on rules, you can check the Rules page or the Individual Card Rulings page.

Partner Rules

  1. Starting hand: 7 cards
  2. Starting security: 10 cards
  3. Pass memory to the player clockwise to you
  4. Partner Digimon always go to the Partner Zone
  5. Partner Digimon are not in your hand
  6. Effects that target an opponent or their cards end at the end of that opponent’s turn
  7. Effects that target you or your cards end before the beginning of your next turn

Gameplay Rule Changes

  1. Turn Cycle: This replaces the typical turn, a turn cycle is start of your turn to the end of the player’s turn before yours
  2. When Attacking & End of Attack: Only look at the attacked player (unless a card says otherwise)
  3. On Play effects can target any player on anyone’s turn
  4. When Digivolving & On Deletion: Only look at the player whose turn it is, or anyone if its your turn
  5. Opponent’s Turn (Once per Turn): Only triggers once per Turn Cycle

Rules for Targeting and Looking at Opponents

  1. Options that cost 6 or more looks at all opponents when resolving abilities
  2. Options that cost 5 or less only look at one opponent of your choice when resolving abilities
  3. Digimon that are level 6 or higher looks at all opponents when resolving abilities that trigger
  4. If a Digimon or Option is: gaining memory, reducing costs, drawing cards, gets extra security attacks, or it interacts with an opponent’s security, it can only look at or effect one opponent
  5. If a card references “both players” or “neither player” this will be you and a single chosen opponent