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

Interruptive Effects are denoted by the way their trigger condition is worded.

In English, these effects will have "when... would..." or "when... -ing", only the former is laid out in the Detailed Rulebook. However, many interruptive effects such as [BT7-063 DarkKnightmon] have been mistranslated to not follow either. In Japanese, all of these effects are present tense trigger conditions.

These effects trigger in response to an action that is about to occur, and activate immediately before the action occurs. These are the only triggered effects that can interrupt an effect that is resolving. In all other cases, you must resolve an effect before activating other effects. These effects follow all other normal rules of Triggered Effects such as: turn player activates their effects before the opponent, the last interruptive effect that triggered last will activate next, effects are activated and chosen one by one, etc.

Page Terminology

This page follows the same terminology as Effect Resolution and Triggered Effects.

Procedure

Interruptive Effects interrupt actions and steps within the gameplay process. When resolving Interruptive Effects the following procedure is followed:

  1. An action is about to occur. Trigger all Interruptive Effects for this action.
  2. Repeat the following until there are no Interruptive Effects.
    1. The turn player chooses an interruptive effect that triggered most recently to activate next. If the opposing player has an interruptive effect that triggered more recently, the opposing player activates their effect instead.
      1. The Activating Player chooses an effect Pending Activation.
      2. If the effect is optional, the player may choose to skip the following steps (2.1.3 to 2.1.5) and the effect is no longer marked "Pending Activation".
      3. Check if the effect meets its activation conditions, if it fails to meet its activation conditions skip the following steps (2.1.3 to 2.1.5) and the effect is no longer marked "Pending Activation".
      4. Effect is activated, and if it has (Once Per Turn) it cannot be activated again during the rest of this turn regardless of whether the actions in Step 5 are carried out or not.
      5. Apply the actions listed in the effect.
  3. Continue resolving the action that was about to occur.

At no point, do Interruptive Effects have their own Trigger Windows (as such they do not trigger normal Triggered Effects), and normal Triggered Effects that would trigger from resolving an interruptive effect it will trigger as part of the action that is about to occur. As effects cannot be triggered, there is also no Rules Processing step while resolving Interruptive Effects. Rules Processing will take place after the action has occurred.

Example

Example Visualisation

Overall, the below examples will show the same visualisation as Triggered Effects. However, the key difference is that when effects interrupt, they will be indented across to the right as a sub-list item.

Example 1

Scenario

Effects Triggered

  1. [BT7-063 DarkKnightmon]
  2. [BT6-059 Machmon]
  3. [BT7-059 DeadlyAxemon]

Resolution

  1. Player B has used [BT6-105 Gewalt Schwärmer]'s [Main] effect which deletes all Digimon with a Play cost of 7 or less, it will delete Machmon and DarkKnightmon.
    1. At this point, the effects of [BT7-063 DarkKnightmon] and [BT6-059 Machmon] both trigger, and interrupt the action of deleting Digimon.
    2. Player A activates the effect of DarkKnightmon (#1) to play [BT7-059 DeadlyAxemon] from its digivolution cards.
    3. Player A activates the effect of Machmon (#2), and deletes Machmon to prevent the Deletion of DarkKnightmon.
      • Interrupting Effects
        1. {None}
    4. Now that there are no more Interrupting Effects, finish resolving the effect of [BT6-105 Gewalt Schwärmer]. Which deletes the remaining Digimon that haven't had their deletion prevented. There are no Digimon to delete.
    5. All effects triggered by the above actions and effects, trigger now. [BT7-059 DeadlyAxemon]'s [On Play] is triggered.
      1. {[BT7-059 DeadlyAxemon]}
  2. Player A activates the effect of DeadlyAxemon (#3) and reveals 5 cards from the top of their deck. No targets are added to the hand.
    • Pending Effects
      1. {None}

Example 2

Scenario

Player A has [BT5-084 Omnimon] with [ST2-10 Plesiomon] in its digivolution cards in play. Player B has [BT1-037 Gorillamon] with [P-004 Gomamon] in its digivolution cards in play. Player A has already declared an attack with [BT5-084 Omnimon], and the security check reveals [ST1-16 Gaia Force].

Resolution

Example 3

Scenario

Player A has [BT3-094 Ken Ichijoji] and [BT8-023 Submarimon] with [BT3-032 Armadillomon] in its digivolution cards in play. [BT8-023 Submarimon] has already declared an attack against Player B's [BT1-065 Mushroomon]. The Digimon are entering battle.

Effects Triggered

  1. [BT8-023 Submarimon]

Resolution

  1. Both Digimon have the same DP. So both Digimon would be deleted by battle.
    1. At this point [BT8-023 Submarimon]'s <Armor Purge> effect (#1) is triggered, and the player has the option to immediately activate the effect.
    2. Player A activates [BT8-023 Submarimon]'s <Armor Purge> effect (#1).
      • Interrupting Effects
        1. {None}
    3. Now that there are no more interrupting effects, delete all Digimon whose deletion hasn't been prevented. Deleting Player B's [BT1-065 Mushroomon].
  2. [BT3-094 Ken Ichijoji] does not trigger because the Digimon that survived was a Yellow [BT3-032 Armadillomon].
    • Pending Effects
      1. {None}

Example X

Scenario

Player A has the following suspended Digimon in the battle area: [BT3-021 Veemon], [BT3-027 Paildramon] with [BT2-021 Veemon] in its digivolution cards, [BT5-075 Musyamon] with [BT6-069 Goblimon]. Player A also has [BT7-069 Eyesmon: Scatter Mode] in the trash. Player A's hand has: [BT3-031 Imperialdramon: Dragon Mode], [BT7-072 Eyesmon], [BT6-108 Underworld's Call] .

Player B has [BT7-055 Ebonwumon] in the battle area.

Player A digivolves into the [BT3-031 Imperialdramon: Dragon Mode] in their hand.

Effects Triggered

  1. [BT3-031 Imperialdramon: Dragon Mode]
  2. [BT3-031 Imperialdramon: Dragon Mode]'s [BT7-055 Ebonwumon] effect
  3. [BT3-021 Veemon]'s [BT7-055 Ebonwumon] effect
  4. [BT5-075 Musyamon]'s [BT7-055 Ebonwumon] effect
  5. [BT2-021 Veemon]
  6. [BT7-072 Eyesmon]
  7. [BT6-108 Underworld's Call]
  8. [BT6-069 Goblimon]

Resolution

  1. Player A digivolves into [BT3-031 Imperialdramon: Dragon Mode]. The [When Digivolving] effect of [BT3-031 Imperialdramon: Dragon Mode] is triggered.
  2. Player A activates the pending effect of Imperialdramon (#1). This would unsuspend [BT3-021 Veemon], [BT5-075 Musyamon], and [BT3-031 Imperialdramon: Dragon Mode].
    1. The following effects trigger immediately before the unsuspension happens and interrupt the effect because they are "when you would": [BT3-031 Imperialdramon: Dragon Mode]'s [BT7-055 Ebonwumon] effect, [BT3-021 Veemon]'s [BT7-055 Ebonwumon] effect, [BT5-075 Musyamon]'s [BT7-055 Ebonwumon] effect.
    2. Player A chooses an interrupting Effect to activate. Player A chooses Veemon's [Your Turn] effect first (#3). Player A trashes [BT6-108 Underworld's Call] from their hand. Veemon is no longer prevented from unsuspending.
    3. Player A chooses an interrupting Effect to activate. Player A chooses Imperialdramon's [Your Turn] next (#2). Player A trashes [BT7-072 Eyesmon] from their hand. Imperialdramon is no longer prevented from unsuspending.
    4. Player A chooses the next interrupting Effect. Player A chooses the mandatory Musyamon [Your Turn] next (#4). Player A chooses not to trash a card. Musyamon is now prevented from unsuspending.
      • Interrupting Effects
        1. {Empty}
    5. Now that there are no more Interrupting Effects, finish resolving the effect. Unsuspend all Digimon that were not prevented by their [Your Turn] effect.
    6. All effects triggered by the above actions all trigger at the same time: [BT7-072 Eyesmon], [BT6-108 Underworld's Call], [BT2-021 Veemon], and [BT6-069 Goblimon].
      1. {[BT3-031 Imperialdramon: Dragon Mode] - Resolved}
      2. {[BT7-072 Eyesmon], [BT6-108 Underworld's Call], [BT2-021 Veemon], [BT6-069 Goblimon]}
  3. Player A chooses an effect Pending Activation. Player A activates Eyesmon (#6) and plays it.
  4. Player A chooses an effect Pending Activation. Player A activates Underworld's Call (#7) and performs <Draw 1>.
  5. Player A chooses an effect Pending Activation. Player A activates Goblimon's effect (#8) and gives Musyamon +2000 DP.
  6. Player A chooses the last effect Pending Activation. Player A activates Veemon's effect (#5) to <Draw 1>.
    • Pending Effects:
      1. {Empty}
      2. {Empty}

Sources

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