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The a detailed explanation of the End of Turn Procedures in the Digimon Card Game.

Procedures

Conditions to End Turn

End of Turn Procedures begin when the the memory counter is 1 or higher on the opponent's side and there are currently no on-going attacks or effects pending activation. These Procedures can begin even if you have not entered your Draw, Breeding, or Main Phase yet which would lead to those phases being skipped.

Important Notes:

  • "Passing" sets the memory to 3 on your opponent's side but doesn't pass the turn. You would still make sure that all End of Turn Procedure steps are carried out in order to pass the turn.
  • If a card was played or digivolved causing your memory to cross past 0 into your opponent's side of the memory gauge. if an effect is put on standby due to this action, you must resolve all actions in Effect Resolution before starting End of Turn Procedures.
  • If an attack was started and has not completed make sure to resolve all Attack Resolution actions before starting End of Turn Procedures.

End of Turn Procedures

  1. "At the end of turn", [End of Your Turn], [End of Opponent's Turn], and [End of All Turns] timings are triggered at the same time.
  2. Activate all effects as you would normally in Effect Resolution. You must make sure that no effects remain pending activation before proceeding to the next step.
  3. If your memory is 0 or more on your side at this time, you stop ending your turn and return back to your normal Main Phase.
    • If after your main phase continued, your turn starts ending again you'd start from Step 1 again repeating all effects even if they already activated.
  4. Any effects that would be removed at this time (i.e. "for the turn", "until next end of your opponent's turn") are removed.
  5. The game now recognises it as your opponent's turn. Begin the Start of Turn Procedures.

Start of Turn Procedures

  1. [Start of Your Turn], [Start of Opponent's Turn], and [Start of All Turns] are triggered at the same time.
  2. You begin activating the effects with priority to the new turn player for resolving effects. See Effect Resolution. You must make sure that no effects are pending activation before proceeding to the next step.
  3. Unsuspend all of your opponent's Digimon, and all of your Digimon with <Reboot> for the Unsuspend Phase.

Examples

Example 1

EndofTurnProcedures Example 1.jpg

Scenario

Player A's turn. Player A had previously attacked with [BT1-021 MetalGreymon] during the turn using its effect. Player B has [BT1-086 Matt Ishida] in the Battle Area. Player A declares they are passing the turn by setting memory to 3 on the opponent's side.

Resolution

  1. Player A declares passing the turn. The memory is set to 3 on Player B's side.
  2. No effects are waiting to be activated so End of Turn Procedures start.
  3. [BT1-021 MetalGreymon]'s effect has Player A lose 3 memory. Meaning the memory moves to 6 on Player B's side.
  4. There are no more effects waiting to be activated so it is now Player B's turn. Start of Turn Procedures start.
  5. [BT1-086 Matt Ishida]'s [Start of Your Turn] effect is triggered but cannot be activated because Player B's memory is at 6.

Example 2

Scenario

Player A is the turn player with 2 memory. Player A digivolves [BT1-030 Gomamon] into [P-030 Lobomon] and uses its effect to digivolve it into [BT4-114 AncientGarurumon]. Player B has [ST5-04 ToyAgumon] underneath [BT2-056 Numemon].

Resolution

  1. Player A digivolves into [BT1-030 Gomamon] into [P-030 Lobomon] for 2 memory. [P-030 Lobomon]'s effect is triggered. (See more in Effect Resolution)
    1. [P-030 Lobomon]'s effect is awaiting activation so it needs to be used first, and digivolves into [BT4-114 AncientGarurumon] for 1 memory.
  2. No more effects are awaiting activation, and the memory is now at 1 on Player B's side. So End of Turn Procedures begin.
  3. Player A's [P-030 Lobomon]'s lingering "end of turn" effect is triggered and Player B's [ST5-04 ToyAgumon]'s [End of Opponent's Turn] effect is triggered. (See more in Effect Resolution)
    1. Player A's effect of [P-030 Lobomon] deletes AncientGarurumon and triggers [BT1-030 Gomamon]'s [On Deletion] inherited effect.
    2. Player A activates the newly triggered [On Deletion] effect to gain 1 memory.
    3. Player B uses [ST5-04 ToyAgumon]'s [End of Opponent's Turn] effect to draw a card.
  4. The memory is now at 0, so the End of Turn Procedures are stopped. The turn is still Player A's turn. Player A makes another action that moves the memory to 3 on the opponent's side.
  5. Player B's [ST5-04 ToyAgumon]'s [End of Opponent's Turn] effect is triggered. (See more in Effect Resolution)
    1. Player B activates [ST5-04 ToyAgumon]'s [End of Opponent's Turn] effect again.
  6. There are no more effects waiting to be activated so it is now Player B's turn. Start of Turn Procedures start.
  7. There are no effects that trigger off the turn starting.

Example 3

Scenario

Player A's turn with 1 memory, Player A digivolves into [BT4-090 Chaosmon] and uses its effect to attack Player B's [BT3-089 Boltmon]. Player B has [BT5-093 Tai Kamiya & Matt Ishida] in play.

Resolution

  1. [BT4-090 Chaosmon] is digivolved into moving the memory counter to 5. Its [When Digivolving] effect is triggered. (See more in Effect Resolution)
    1. The effect declares an attack on Player B's [BT3-089 Boltmon].
  2. Even though no more effects are awaiting to be activated, an attack is awaiting to be resolved. So the turn does not end. Main things occurring in the attack: (See a more detailed attack process in Attack Resolution)
    1. [BT3-089 Boltmon] is deleted by battle.
    2. A security check occurs due to <Piercing>.
  3. Now that no more effects or attacks are waiting to be activated, End of Turn Procedures start.
  4. No effects are triggered by the turn ending.
  5. There is still no more effects waiting to be activated, so it is now Player B's turn. Start of Turn Procedures start.
  6. [BT5-093 Tai Kamiya & Matt Ishida]'s [Start of Your Turn] effect is triggered. (See more in Effect Resolution)
    1. [BT5-093 Tai Kamiya & Matt Ishida]'s [Start of Your Turn] effect is activated giving Player B +2 memory so the memory counter is now at 7.

Example 4

Scenario

Player A's turn with 1 memory, Player A has a [ST10-04 Gatomon] with [ST10-02 Salamon] in its digivolution cards, [BT1-051 Reppamon] with [ST10-02 Salamon] in its digivolution cards. In their hand, Player A has [ST10-06 Mastemon], [BT1-057 Sirenmon], and [BT8-084 Kimeramon]. Player B has [BT4-047 Rasielmon] in play. Player A plays [BT1-057 Sirenmon] from their hand moving the memory over to 4 on Player B's side.

Resolution

Example 5

Scenario

The turn has started ending with Player B on 1 memory. Player A has [ST1-10 Phoenixmon] with [ST13-04 Duramon] and [BT4-001 Sakuttomon] in its digivolution cards, and [BT3-072 BryweLudramon] in play. Player A has [ST13-06 RagnaLoardmon] in their hand. Player B's top security card is [ST2-13 Hammer Spark], and they have [BT4-047 Rasielmon] in play.

Resolution

Sources

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