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This is an unofficial term, used to refer to effects that follow the typical Effect Resolution Process outlined below. It refers to effects that have a trigger condition.

Triggered effects are denoted by a trigger condition. Explained in Reading Conditions and Trigger. This page details the process as to which these effects are resolved. These effects are resolved by first putting triggering them into a pending state ("pending activation"), and then activating them.

When effects are triggered at the same time, the player can choose which effect activates next, and effects that trigger later must be activated first. The turn player will always activate their effects first before the opponent. If new effects would be triggered during this time, they must be activated first before previous triggered effects. The order of effects is not chosen at the time they are triggered. Effects may trigger at the same time, they will never activate at the same time and are activated 1 by 1.

Page Terminology[]

Trigger[]

Activate[]

Pending Activation[]

Pending Activation (発揮待ち Hakki-machi?) is an official term used by the Detailed Rulebook that denotes when an effect is waiting for its player to activate it. An effect that has triggered enters "Pending Activation" status. The status is removed after an effect fails activation or is successfully activated.

Priority[]

This is an unofficial term, and used only to illustrate the order of effects in this page.

An effect that has met its trigger conditions becomes pending activation with a priority to effects triggered before it. Any effects triggered by the same action or effect are considered to have triggered at the same time and as such have the same priority level assigned. In this page, effects will be assigned a priority number.

If a player has an effect with a higher priority, they must activate that effect first. If effects have the same priority, the turn player will activate first, before the opponent activates an effect. If a player has multiple effects with the same priority, the player chooses any of those effects to activate first. The order of effects with the same priority are not determined when they are triggered, and only when a player decides which effect to activate.

Procedure[]

  1. All effects that met their trigger condition enter pending activation state with the same priority.
  2. Repeat the following until all effects are no longer "Pending Activation".
    1. The turn player chooses an effect with the highest priority. If the opposing turn player has an effect with a higher priority, the opponent chooses instead.
      1. If the effect is optional, the player may choose to skip the following steps (2.1.2 to 2.1.5) and the effect is no longer "Pending Activation".
      2. 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".
      3. 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.
      4. Apply the actions listed in the effect.
        • If an Option was used by the card effect, instantly apply the Option's effect.
        • If an effect is activated by the card effect, instantly apply the actions in that effect.
        • If a Digimon leaves the Battle Area, instantly place its digivolution cards in trash.
    2. All effects that met their trigger conditions in Step 2.1. are now triggered and become "pending activation" with a priority +1 to the current highest priority.
    3. Perform Rules Processing:
      1. Do the following simultaneously:
        • Send to the trash any Level 2 Digi-Eggs on the field.
        • Send to the trash any Option cards in the Battle Area (that were not placed in the Battle Area by an effect specifying to place it in the Battle Area)
        • Delete all Digimon with 0 DP on the field.
      2. All effects that met their trigger conditions in Step 3.1. are now triggered and become "pending activation" with a priority +1 to the current highest priority.
        • This includes effects triggered in Step 2.2., if effects triggered at both Step 2.2, and Step 2.3.2. Effects triggered at Step 2.3.2. will have a higher priority than those triggered in Step 2.2.
  3. Repeat Step 2 until there are no more effects marked as "Pending Activation".

Examples[]

Example Visualisation[]

The below examples sort the effects that trigger at the same time (with the same priority) into the same list. There is no official way to visualise the Effect Resolution process. However, it is recommended to use dice to mark the effects that trigger at the same time with the same priority. If there are examples causing you trouble, you can attempt to re-create the scenario with dice that mark the priority they were assigned.

The dice are used to mark whether an effect is Pending Activation or not, and what their priority is. Effects with a higher number on the dice have a higher priority.

Example 1[]

Triggered Effects Example 1

Scenario[]

Effects Triggered[]

  1. [BT1-003 Upamon]
  2. [BT1-041 Zudomon]
  3. [ST2-03 Gabumon]
  4. [BT1-044 MetalGarurumon]
  5. [BT2-079 VenomMyotismon]
  6. [BT1-036 Garurumon]

Resolution[]

Effects 1-5 have the same trigger timing [When Attacking], and their owners can choose the order of activation. Turn player takes priority, so 1-4 will be activated first.

  1. The following effects are triggered.
  2. Turn Player (Player A) chooses any effect Pending Activation. Player A chooses Gabumon's effect (#3) to be used first. This removes the source from [BT2-075 Myotismon].
  3. Turn Player (Player A) chooses any effect Pending Activation. Player A chooses MetalGarurumon's effect (#4) to be used next. Playing [BT1-036 Garurumon] from its sources.
  4. Turn Player (Player A) chooses an effect that triggered most recently (List #2). There is only 1 effect so Player A declares Garurumon's effect (#6) to unsuspend MetalGarurumon.
  5. Turn Player (Player A) chooses any effect that is Pending Activation. Player A uses Upamon's effect (#1) to draw a card.
  6. Turn Player (Player A) chooses any effect that is Pending Activation. Player A only has Zudomon's effect (#2) to use now, and gains a memory from it.
  7. Turn Player (Player A) has no more effects Pending Activation, so the opponent chooses an effect now instead. Player B only has VenomMyotimon's effect (#5), and uses it to gain a memroy.
    • Pending Effects:
      1. {Empty}

Example 2[]

Triggered Effects Example 2

Scenario[]

Player A uses [BT4-111 Jack Raid] from their hand, they have a [BT3-091 Lilithmon] with a [BT3-088 LadyDevimon] in its digivolution cards in play and 10 cards in their trash. Player B has a [BT3-046 Terriermon] in play.

Effects Triggered[]

  1. [BT4-111 Jack Raid]
  2. [BT3-091 Lilithmon]
  3. [BT3-088 LadyDevimon]

Resolution[]

  1. Player A uses [BT4-111 Jack Raid] from their hand. Player A must finish using the [Main] of [BT4-111 Jack Raid] before any other effects are triggered. Player A will attempt to gain 1 memory, however, [BT3-046 Terriermon]'s continuous effect blocks the memory gain from occurring. The effects of [BT3-091 Lilithmon] and [BT3-088 LadyDevimon] are triggered.
  2. Player A chooses an effect that is Pending Activation. Player A declares LadyDevimon's effect (#3). LadyDevimon's effect deletes the Terriermon. No further effects trigger at this time.
  3. Player A chooses an effect that is Pending Activation. Player A declares Lilithmon's effect (#2) effect and gains 2 memory. No further effects activate at this time.
    • Pending Effects:
      1. {Empty}

Example 3[]

Triggered Effects Example 3

Scenario[]

Player A plays [BT2-109 Heat Viper] with [BT3-091 Lilithmon] and [BT3-092 MaloMyotismon] in play to delete Player A's [BT5-071 Guilmon] and 2 of Player B's [ST5-08 DarkTyrannomon].

Effects Triggered[]

  1. [BT2-109 Heat Viper]
  2. [BT3-091 Lilithmon]
  3. [BT5-071 Guilmon]
  4. [BT3-092 MaloMyotismon] Player Deletion
  5. [BT3-092 MaloMyotismon] Opponent Deletion

Resolution[]

  1. Player A uses [BT2-109 Heat Viper]. Player A must finish activating the [Main] of [BT2-109 Heat Viper] before triggering any other effects. Player A deletes their [BT5-071 Guilmon] and deletes 2 of Player B's [ST5-08 DarkTyrannomon]. This triggers [BT3-091 Lilithmon], [BT5-071 Guilmon], and [BT3-092 MaloMyotismon] twice (once for deleting Guilmon and deleting the 2 DarkTyrannomon) at the same time.
  2. Player A then chooses another effect that triggered most recently (#1). Player A chooses Guilmon's effect (#3). Player A gains 1 memory since Guilmon was deleted by a card effect.
  3. Player A can only choose Lilithmon's effect (#1). Player A gains 2 memory from the effect of Lilithmon.
  4. Player B chooses an effect that triggered most recently (#1). Player B chooses MaloMyotismon's Player Deletion effect (#4) first. Player B then gains 1 memory since only 1 Digimon was deleted at the same time.
  5. Player B chooses another effect that triggered most recently (#1). Player B chooses MaloMyotismon's Opponent Deletion effect (#5) next. Player B then gains 2 memory since 2 Digimon were deleted at the same time.
    • Pending Effects:
      1. {Empty}

Example 4[]

Triggered Effects Example 4

Scenario[]

Effects Triggered[]

  1. [BT5-086 Omnimon] Blitz
  2. [BT5-086 Omnimon] Unsuspend
  3. [BT2-021 Veemon]
  4. [BT1-003 Upamon]
  5. [BT2-079 VenomMyotismon]

Resolution[]

  1. Player A digivolves into [BT5-086 Omnimon]. Triggering both [BT5-086 Omnimon] Blitz and [BT5-086 Omnimon] Unsuspend.
  2. Turn Player (Player A) chooses any effect that triggered most recently (#1). Player A chooses Omnimon's effect (#1) to use Blitz.
  3. Turn Player (Player A) chooses any effect that triggered most recently (#2). Player A chooses Upamon's effect (#4) to draw.
  4. Turn Player (Player A) can't choose any effect that triggered most recently (#2) so the Player B chooses. Player B chooses VenomMyotismon's effect (#5) to gain 1 memory.
  5. Turn Player (Player A) chooses any effect that triggered most recently. Player A chooses Omnimon's effect (#2) to unsuspend itself.
  6. Turn Player (Player A) chooses any effect that triggered most recently (#2). Player A chooses Veemon's effect (#3) to draw a card
    • Pending Effects:
      1. {Empty}

Example 5[]

Triggered Effects Example 5

Scenario[]

Effects Triggered[]

  1. [BT5-086 Omnimon] Blitz
  2. [BT5-086 Omnimon] Unsuspend
  3. [BT2-021 Veemon]
  4. [BT1-003 Upamon]
  5. [BT2-079 VenomMyotismon]

Resolution[]

  1. Player A digivolves into [BT5-086 Omnimon]. Triggering both [BT5-086 Omnimon] Blitz and [BT5-086 Omnimon] Unsuspend.
  2. Turn Player (Player A) chooses any effect Pending Activation. Player A chooses Omnimon's effect (#2) to unsuspend itself.
  3. Turn Player (Player A) chooses any effect that triggered most recently (#2). Player A chooses Veemon's effect (#3) to draw a card
  4. Turn Player (Player A) chooses any effect that triggered most recently (#1). Player A chooses Omnimon's effect (#1) to use Blitz.
  5. Turn Player (Player A) chooses any effect that triggered most recently (#1). Player A chooses Upamon's effect (#4) to draw.
  6. Turn Player (Player A) can't choose any effect that triggered most recently(#2) so the Player B chooses. Player B chooses VenomMyotismon's effect (#5) to gain 1 memory.
    • Pending Effects:
      1. {Empty}
  7. Continue resolving attack. For more information go to Attack Resolution.

Example 6[]

Triggered Effects Example 6

Scenario[]

Effects Triggered[]

  1. [BT4-100 Trident Revolver]
  2. [BT2-070 Tapirmon]
  3. [BT1-087 T.K. Takaishi]
  4. [BT3-091 Lilithmon]
  5. [BT3-088 LadyDevimon]
  6. [BT3-096 Mimi Tachikawa]
  7. [BT3-092 MaloMyotismon] Trident Revolver

Resolution[]

  1. Player A uses [BT4-100 Trident Revolver] from the hand. The [Main] effect of Trident Revolver is applied. So Player A activates the effect of Trident Revolver to delete [BT2-070 Tapirmon] and play [BT1-087 T.K. Takaishi]. [BT3-091 Lilithmon], [BT3-088 LadyDevimon], [BT3-096 Mimi Tachikawa], [BT2-070 Tapirmon], [BT1-087 T.K. Takaishi], and [BT3-092 MaloMyotismon] are triggered from this action at the same time.
  2. Player A chooses an effect that triggered most recently (#1) to use. Player A chooses T.K. Takaishi's effect (#3) to add a card from Security.
  3. Player A chooses an effect that triggered most recently (#1). Player A chooses Lilithmon's effect (#4) to gain 2 memory.
  4. Player A chooses an effect that triggered most recently (#1). Player A has no effects except the mandatory LadyDevimon effect (#5) to delete a Digimon. There is no target to delete but it must be activated now. This prevents LadyDevimon's effect from being used again in the turn because it has been activated.
  5. Player A has no more effects to activate that triggered most recently (#1) so the opponent chooses instead. Player B chooses Tapirmon's effect (#2) to draw a card.
  6. Player A has no more effects to activate that triggered most recently (#1) so the opponent chooses instead. Player B chooses MaloMyotismon's effect (#7) to gain 1 memory.
  7. Player B chooses an effect that triggered most recently (#1). Player B uses Mimi's effect (#6) to gain 1 memory.
    • Pending Effects:
      1. {Empty}

Example 7[]

Triggered Effects Example 7

Scenario[]

Player A uses [P-027 MetalGarurumon]'s <Digi-Burst 2> effect to play [BT2-109 Heat Viper] by trashing [BT4-077 Ghostmon] and another digivolution card. Player A also has [BT3-091 Lilithmon] with [BT3-088 LadyDevimon] underneath it, and [BT2-070 Tapirmon]. Player B has [BT3-092 MaloMyotismon], [BT3-077 Gazimon], [BT2-072 Vilemon] with [BT3-079 Tsukaimon] underneath it, and [ST6-08 Devimon] with [BT2-069 Gabumon] underneath it.

[BT2-109 Heat Viper] deletes [BT2-070 Tapirmon], [ST6-08 Devimon], and [BT2-072 Vilemon]. [BT3-088 LadyDevimon] deletes [BT3-077 Gazimon].

Effects Triggered[]

  1. [P-027 MetalGarurumon]
  2. [BT4-077 Ghostmon]
  3. [BT3-091 Lilithmon]
  4. [BT3-088 LadyDevimon]
  5. [BT2-070 Tapirmon]
  6. [BT3-092 MaloMyotismon] Heat Viper Player A Deletion
  7. [BT3-092 MaloMyotismon] Heat Viper Player B Deletion
  8. [BT3-079 Tsukaimon]
  9. [BT2-069 Gabumon]
  10. [BT3-092 MaloMyotismon] LadyDevimon

Resolution[]

  1. Player A declares the effect of MetalGarurumon (#1). Player A <Digi-Burst 2> with one of the two digivolution cards including [BT4-077 Ghostmon]. Player A uses [BT2-109 Heat Viper] from hand. Player A deletes their own [BT2-070 Tapirmon] and Player B's [ST6-08 Devimon] and [BT2-072 Vilemon]. This triggers [BT4-077 Ghostmon], [BT3-091 Lilithmon], [BT3-088 LadyDevimon], [BT2-070 Tapirmon], [BT3-079 Tsukaimon], [BT2-069 Gabumon], and 2 instances of [BT3-092 MaloMyotismon].
  2. Players now begin choosing effects to activate that triggered most recently (#1). Player A starts as the turn player choosing an effect that triggered most recently (#1). Player A chooses Tapirmon's effect (#1) to draw 1 card. No effects triggered from this effect.
  3. Player A chooses another effect that triggered most recently (#1). Player A chooses Ghostmon's effect (#2). Ghostmon is added to Player A's hand.
  4. Player A chooses another effect that triggered most recently (#1). Player A chooses [BT3-091 Lilithmon] forgetting Player B still has [BT3-077 Gazimon]. Player A cannot gain memory and Lilithmon's effect has been activated using up the [Once Per Turn].
  5. Player A chooses another effect that triggered most recently (#1). Player A can only choose LadyDevimon's effect (#3). Player A deletes Gazimon. This triggers [BT3-092 MaloMyotismon].
  6. MaloMyotismon's effect is the effect triggered most recently (#2), so Player B activates it. Player B gains 1 memory.
  7. Player A has no effects that triggered most recently (#1) so Player B chooses their effect. Player B chooses Gabumon's effect (#9). Player B draws 2 cards and trashes 1 card.
  8. Player B chooses their next effect that triggered most recently (#1). So, Player B activates MaloMyotismon's effect that triggered off the first part of Heat Viper (Player A's Deletion) (#6). Player B gains 1 memory.
  9. Player B chooses their next effect that triggered most recently (#1). Player B chooses the MaloMyotismon effect that triggered off the second part of Heat Viper (Player B's Deletion). Player B gains 2 memory.
  10. Player B chooses the only effect they have left that triggered most recently (#1). Player B chooses Tsukaimon's effect (#8). Player B gains 1 memory.
    • Pending Effects
      1. {Empty}

Example 8[]

Triggered Effects Example 8

Scenario[]

Player A has already declared an attack with [ST2-10 Plesiomon] that has [P-004 Gomamon] in its digivolution cards. Player A also has [ST4-14 Izzy Izumi] in play. It is now the [Reaction] step, Player B uses [BT5-111 Omnimon X Anti-body]'s [Opponent's Turn] effect to trash 2 digivolution cards before using [ST1-06 Coredramon]'s effect to block the attack.

Effects Triggered[]

  1. [BT5-111 Omnimon X Anti-body]
  2. [ST1-06 Coredramon]
  3. [P-004 Gomamon]
  4. [ST4-14 Izzy Izumi]

Resolution[]

  1. Player A attacked with [ST2-10 Plesiomon] at Player B. It is already the [Reaction] step. The effects of [BT5-111 Omnimon X Anti-body] and [ST1-06 Coredramon] are triggered.
  2. Player A chooses an effect that triggered most recently (#1) to activate, but has no effects to activate. Player B chooses an effect that triggered most recently (#1) to activate. Player B chooses Omnimon X's effect (#1).
    1. At this point, the effect of
      1. Player B trashes two cards from its digivolution cards and then ends the attack. This triggers [P-004 Gomamon]'s effect.
  3. Player A chooses an effect that triggered most recently (#2) to activate. Player A can only choose Gomamon's effect (#3). Player A gains 1 memory.
  4. Player A chooses an effect that triggered most recently (#1) to activate. Player A has no effects. Player B chooses an effect that triggered most recently and can only choose Coredramon's effect (#2). This triggers [ST4-14 Izzy Izumi].#*Pending Effects:
  5. Player A chooses an effect that triggered most recently (#2). Player A can only choose Izzy Izumi's effect (#4). Player A suspends Izzy to gain 1 memory.
    • Pending Effects:
      1. {Empty}

Example 9[]

Triggered Effects Example 9

Scenario[]

Player A attacks with [BT2-032 UlforceVeedramon] that has a [BT6-027 Majiramon] in its digivolution cards. Player A also has [BT5-088 Sora Takenouchi & Joe Kido] and [BT2-085 Joe Kido] in the battle area. Player B has a [BT1-080 Titamon] with [BT4-056 SkullScorpiomon] in its digivolution cards.

Effects Triggered[]

  1. [BT5-088 Sora Takenouchi & Joe Kido]
  2. [BT6-027 Majiramon]
  3. [BT2-032 UlforceVeedramon]'s Unsuspend Sora Takenouchi & Joe Kido
  4. [BT2-032 UlforceVeedramon]'s Memory Effect
  5. [BT2-085 Joe Kido]
  6. [BT2-032 UlforceVeedramon]'s Unsuspend Joe Kido

Resolution[]

  1. Player A declares an attack with [BT2-032 UlforceVeedramon] against Player B. This triggers [BT5-088 Sora Takenouchi & Joe Kido] and [BT6-027 Majiramon].
  2. Player A chooses an effect that triggered most recently (#1). Player A chooses Sora Takenouchi & Joe Kido's effect (#1). This triggers [BT2-032 UlforceVeedramon]'s unsuspend Effect and [BT2-085 Joe Kido].
  3. Player A chooses an effect that triggered most recently (#2). Player A chooses Joe Kido's effect (#6) to suspend itself and gain 1 memory. This triggers [BT2-032 UlforceVeedramon]'s effect off Joe Kido's effect.
  4. Player A chooses an effect that triggered most recently (#3). Player A can only choose UlforceVeedramon's effect to unsuspend itself from Joe Kido (#6). UlforceVeedramon unsuspends itself. This triggers [BT2-032 UlforceVeedramon]'s memory effect.
  5. Player A chooses an effect that triggered most recently (#4). Player A can only choose UlforceVeedramon's effect to gain memory so Player A gains 1 memory. This does not trigger any further effects.
  6. Player A chooses an effect that triggered most recently (#2). Player A can only chooses UlforceVeedramon's effect to unsuspend itself, the effect activates but because UlforceVeedramon is already unsuspended this performs no action.
  7. Player A chooses an effect that triggered most recently (#1). Majiramon's effect is the only effect left Pending Activation and is also mandatory. Player A must choose to activate Majiramon's effect. It fulfills its activation conditions and activates, however, because UlforceVeedramon is already unsuspended no action is performed. Majiramon was successfully activated even if no action was performed, so its [Once Per Turn] effect has been used up this turn.
    • Pending Effects:
      1. {Empty}

Example 10[]

Triggered Effects Example 10

Scenario[]

Player A attacks with [BT2-032 UlforceVeedramon] that has a [BT6-027 Majiramon] in its digivolution cards. Player A also has [BT5-088 Sora Takenouchi & Joe Kido] and [BT2-085 Joe Kido] in the battle area. Player B has a [BT1-080 Titamon] with [BT4-056 SkullScorpiomon] in its digivolution cards.

Effects Triggered[]

  1. [BT5-088 Sora Takenouchi & Joe Kido]
  2. [BT6-027 Majiramon]
  3. [BT2-032 UlforceVeedramon]'s Unsuspend Sora Takenouchi & Joe Kido
  4. [BT2-032 UlforceVeedramon]'s Memory Effect
  5. [BT2-085 Joe Kido]
  6. [BT2-032 UlforceVeedramon]'s Unsuspend Joe Kido

Resolution[]

  1. Player A declares an attack with [BT2-032 UlforceVeedramon] against Player B. This triggers [BT5-088 Sora Takenouchi & Joe Kido] and [BT6-027 Majiramon].
  2. Player A chooses Majiramon's effect (#2). Majiramon fails its activation condition so it does not activate. It is no longer Pending Activation but it did not use up the [Once Per Turn].
  3. Player A chooses another effect that triggered most recently (#1). Player A chooses Sora Takenouchi and Joe Kido's effect (#1) to suspend itself and trash SkullMeramon from MaloMyotismon's digivolution cards. This triggers [BT2-032 UlforceVeedramon]'s unsuspend effect from Sora & Joe and [BT2-085 Joe Kido]'s effects.
  4. Player A chooses another effect that triggered most recently (#2). Player A chooses UlforceVeedramon's effect (#3) and it unsuspends itself. This triggers [BT2-032 UlforceVeedramon]'s Memory effect.
  5. Player A chooses an effect that triggered most recently (#3). Player A can only choose UlforceVeedramon's memory effect (#4). Player A gains 1 memory.
  6. Player A chooses another effect that triggered most recently (#2). Player A chooses to use Joe Kido's effect (#5) and suspends itself to gain 1 memory. This triggers [BT2-032 UlforceVeedramon]'s effect from Joe Kido.
  7. Player A chooses another effect that triggered most recently (#3). Player A has no other effects other than UlforceVeedramon's mandatory unsuspend effect (#6). UlforceVeedramon's effect activates and attempts to unsuspend itself but does nothing because it is already unsuspended.
    • Pending Effects:
      1. {Empty}
      2. {Empty}
      3. {Empty}

Sources[]

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