DigimonCardGame Wiki

To find the previous ruleset for Effect Resolution you can go to Effect Resolution/Old

Effect Resolution in the Digimon Card Game is most commonly done and based around Triggered Effects and the way they resolve. However, other effects also have their own rules for resolution. The Effect Resolution pages mostly cover Triggered Effects, this page also covers the remaining effects and the rules for activating/performing them.

Page Terminology


When an effect meets its trigger condition, it is "triggered" by marking it as "Pending Activation". Effects are only "triggered" at the time of reaching a Trigger Window.

Effects can only trigger once in response to its trigger condition happening multiple times at the same time. (e.g. an effect that deletes 2 Digimon at the same time) However, it's possible for an effect to trigger multiple times in the same trigger window if the trigger conditions were met at different times (e.g. an effect deleting a Digimon as a cost and deleting an opponent's Digimon afterwards).

Trigger Conditions are commonly differentiated by "when", "on", or "at". Trigger Windows are detailed more on the Trigger page.


When an effect is declared by a player, it can be activated to remove its status as "pending activation". Activating an effect involves applying the effect of an effect. Players cannot activate effects at the same time, and the turn player has priority when activating effects that triggered at the same time. Activation Conditions are commonly differentiated by "if".

Rules Processing

This is an unofficial term, but is used to refer to timing at which Rules Mechanics are processed.

Rules Processing typically occurs straight after effects have been triggered (but not activated). It does not happen during the application of an effect but afterwards. The two actions that typically take place in this step are:

  • Send to the trash any Level 2 Digi-Eggs on the field.
  • Delete all Digimon with 0 DP on the field.
  • Send to the trash any Option cards in the Battle Area

Due to the fact that effects triggered by rules processing are triggered later than effects triggered by the application of an effect, those effects will activate before the effects triggered by the application of an effect.

Reading an Effect

Using an Effect

Main Effects

[Main] effects are used during the Main Phase and cannot be used in response to any other effects.

If a [Main] effect is structured with a trigger condition, it is treated as a triggered effect instead.

Triggered Effects

Triggered effects follow a procedure in which effects are triggered (誘発), become pending activation (発揮待ち), and finally activate (発揮) or fail to activate. A player will only interact with these effects in the final step (activating or failing to activate), triggering effects and becoming pending are done automatically by the game. These are the most common effects in the game, and how the Effect Resolution system is based around.

You can find the procedure and examples on how these effects resolve in the Triggered Effects page.

Interruptive Effects

There is no official term for this. This is a fan-term used to describe a particular type of Triggered Effect.

Interrupted Effects are a type of Triggered Effect that don't follow the above process. These effects are commonly denoted by having "would" in their trigger condition. Examples include, <Decoy>, the [All Turns] effects of [BT2-082 Diaboromon], [BT7-063 DarkKnightmon] and [BT5-086 Omnimon], and the [Your Turn] effect given by [BT7-055 Ebonwumon].

These effects can be triggered in the middle of an effect and activate immediately without waiting for a Trigger Window. If applying these effects would trigger any non-interruptive activated effects, then those effects would wait until the next trigger window (at the end of the currently resolving action or effect). These effects do not naturally have their own trigger window at the end of their effect.

Continuous/Passive Effects

There is no official term for this. This is a fan-term used to describe effects that do not fall into the category of Activated or Main effects.

There are effects that do not have a trigger condition, and are not [Main] effects that the player activates. An example is [BT3-057 MegaGargomon]'s [Your Turn]. Effects of this type will typically be [Your Turn], [All Turns], or [Opponent's Turn] effects that do not include a trigger condition.

These effects are continuously applied and their conditions continuous checked during all stages of the game, including in the middle of an effect. These effects do not "activate" or require a player to declare their use.