Ain't got no mojo...
Show User Social Media
Hide User Social Media
- Jun 25, 2016
About the Game
DigiMon Battles (DMB) is a card game with a similar structure to the PSX "Digimon: Digital Card Battle" title. Those of you who have played DCB will be familiar with almost all of the rules, though there are many changes. It's a free to play constructed card game with expansions planned in the future. The current goal is delivering a print template, though the immediate goal is for players to access the Tabletop Simulator module.
Pick a powerful partner Digimon that easily evolves. Play a deck containing any of eight types of Digimon, or mix-and-match types. Each player will send out their Digimon, evolve, and support them with their own cards. The Digimon battle until one player achieves 4 KOs! Digimon Battles is an Expandable Card Game, (ECG) and is free for life. Several expansion sets are currently planned. This module comes with a two-player setup ready to go. One side will take control of the partner Agumon and the Dragon deck. It fights ferociously, showing no mercy with increased power. The other side will partner with Gabumon and the Nature deck. It fights tactically, trying to keep its health up and win a war of attrition. These decks are tested and balanced against each other, while also serving as a jumping-off point for players to construct their own decks. The cards for construction are sorted by type and are fully searchable! The base set features 200 different cards to get started.
- Fully complete Base Release set with 200 unique cards
- Play tested for hundreds of hours with active support for changes
- Partner Digimon that can evolve to one of two choice Digimon in a "Destiny Zone"
- A Powerful M-level Digimon available as well as a unique ACE card for each deck
- Hidden information, bluffing and tactics
- Ways to reduce the effect of chance (bad luck or good!)
- Single-'mon style fighting, similar to Pokemon or Digimon World: Digital Card Battles
- Future sets already being worked on
The rules to the game are linked in the [Rules] section. Also find this below:
Play the Game
Anyone who wants to play currently must have purchased Tabletop Simulator on Steam ($10 on sale) and must be fairly familiar with its use, though you can easily stumble through.
[We are currently working on an OCTGN module, please check back!]
The TTS module contains a 2-player setup ready to immediately play, with all the tools required to track progress through the game. The two decks feature the partner Agumon playing the power-hungry Dragon type deck and Gabumon playing the tactical Nature type deck. Players are encouraged to construct their own decks according to the rules above.
To use: Install Tabletop Simulator. Go to the above link and click Subscribe. Open TTS and go to the Workshop. Click Digimon Battles to load the game. Have another player join your hosted game. Play.
Future features planned:
- Scripting overhaul
- Expansion "Data Breakers" is being developed
- Constant updates to tweak and rebalance existing cards
- A printable version
- A site made for showcasing each card individually which is searchable
Description of Each Set
Base Release - BR - 200 cards
- Lays the groundwork for all 8 colors, though not in even numbers
- Lots of generic card effects to provide a solid foundation
- A couple of dual-ability attack Digimon (Cross abilities and a Triangle ability)
- 2 Megas per color, about 5 Ultimates per color, very low number of Evolution cards, high number of Option cards and Rookie cards.
- Multiple strategies per color and per Digimon branches.
Executed Code - EX - 100 cards
- Evens out all the uneven Rookies and Champions from BR.
- A few more evolutions, several more Options, several more ACEs for more personal flair
- Introduction of "If, then...if not"-heavy effects.
- Introduction of "Recode X", which is similar to Magic the Gathering "Scry X"
- 1 additional Mega per color, 3 champions per color
- Introduction of "attachment" cards that provide sustained effects
- Introduction of "Corrupt X" which is similar to Magic the Gathering "Fateseal X"
- Even more attack abilities like Trash X, Recycle X (and shuffle), and Shatter: which lets you discard an attachment anywhere and reduce incoming damage by your printed power
- Many of the card effects are more complex than Base Release and have heavier reading. Players who are new should skip these
- Mega with DNA-only requirements, no DP possible, but it's very powerful!
- 1 Additional Rookie each type
- New card type: "DATA", which has a black border. These are limited to 1 copy per card, and you can only run ones that have a matching name somewhere in your Destiny Zone. For example: "Mugendramon" DATA card would require you to have a Mugendramon Mega or a Mega with Mugendramon as an evolution box...
- DATA cards have three abilities. The first DATA ability is they count as DNA materials for their name. So "Mugendramon" can be used to DNA as if the card were really that Mega. This allows many of the DNA-based Super-Ultimates into the game.
- The second DATA ability is "Data Break". These require you to play the card, delete whatever your Mega is from the Destiny Zone (you don't get a Mega that game) and get a super-powerful effect, usually in ACE-territory or higher.
- The third DATA ability is an "Any Phase" ability in case you choose to evolve to mega that game. One example is that Mugendramon's DATA allows you to Boost Power +100, Corrupt 2, Recode 2 at any phase.
- More PASSIVE abilities on Megas
- New card type "Firewall", which Cherrymon's Mist from BR retroactively becomes. You can have 3 Firewall cards in your deck, allowing players to make substitutions to what is otherwise an obvious staple.
- Heavy Focus on Evolution cards, with 7 new ones, mostly of a utility variety.
- Medium-weight abilities and card texts, to give players a break from EX's heavier effects. Still with many new and unique things.
- A new special type called "Ruler" that doesn't exactly play by the normal rules...
- "Priority" from the original PSX game is gone. It is now replaced with a simple process. Voids always take precedence regardless of order, followed by the active player's support, followed by the opponent's support, and finally the two attack abilities (Cross specials) simultaneously. This allows for more complex abilities without creating a "stack" as in MtG.
- This game is essentially completely different on many levels including the addition of the M-level, the Destiny Zone, the ability to make any Digimon a partner with any two C-levels that evolve from it as Partner-evolutions; Partner Option cards, complete rebalances, new Digimon, omitted Digimon, new and different Option cards, the inclusion of ACEs to limit powerful cards, tweaks to the Phase order of play; multiple effects per card; effects that trigger or are available at different times or during odd times of Phases; larger decks for more strategy; more focus for some strategies available with heavy play testing; 8 "colors" instead of 4, with color-hate revamped; some Triangle attacks have special abilities as well; extreme limitation of broken "Counter Cross" ability; even more extreme removal of extremely broken "Opponent uses [Attack]"; Evolution boxes with special branching paths that ignore Type and Level as well as giving bonuses for their completion; DNA evolution for deck consistency and variability; and the list goes on ad nauseum.
- Some Digimon use the International name, some use the Japanese name. Some use none. There is no unilateral choice here, only what "seems" more right. For example, "Sukamon" is clearly "Scum-mon" when read in a Japanese Katakana tone. Likewise, "Goburimon" is meant to be "Goblimon". For those wondering, Omegamon is not in the game and no it won't be called Omnimon. Bizarre recolors and single instance Digimon ("D" Otamamon and such) have sensible names made up or use a historical name from their singular game appearance.
- Use of the English levels: R (Rookie), C (Champion), U (Ultimate), M (Mega) instead of C (Child), A (Adult), P (Perfect), U (Ultimate).
- There are no "Super-Ultimates", though Super-Ultimates do appear as M-level, usually with odd evolutions. Super-Ultimates that traditionally evolve from two M-levels are no possible in the system as-is, as each player is only allowed 1 M-level in their Destiny Zone. Thus, Examon has the option to DNA from Wingdramon + Groundramon, or pay 70 DP.
- No "Armor" level Digimon, though Armors could make appearances as C or U level Digimon (appropriately) in the future.
- Digimon power fluctuates which means some Digimon are different levels. Examples include Mikemon (as R level), and Tekkamon (C level); though I try to use precedent for any changes. Such as cat Digimon being flexible with R and C, and Tekkamon having been level C in the PSX game while it was U in the original Digimon card game. Whamon has two printings, Whamon (C level) and Whamon (U level), which are both unique Digimon with the exact same name.
- What Digimon are in? What will be added? Currently the answer to this is "sticking to the Pendulums and original card game releases as much as possible, while adding a few fan favorites from several product lines ago". Xros Wars has no place in this game so no unique Digimon will be featured from that line. In addition, it must be 3D-modelable or posable. A few are coming up soon in future releases (Witchmon, Clockmon, Wisemon...). Requesting Digimon is fine but is only going to be viewed as a suggestion and if it is very new, will probably not make it. I'm not against them, it's just difficult to rip models from Vita games.
- Digimon do not follow evolution "lines"! They follow a tree or "pool" if anything at all. By default, a Digimon can evolve to any one-level-higher if it is the same type and it has the DP requirement. The evolution box allows any listed Digimon to ignore Type and Level (though must still follow DP). Yes, this means Whamon (U) can evolve from Whamon (U) and get the bonus, since the evolution box doesn't specify level and ignores level.
- Types were chosen based on plausible "fields/families" for that Digimon. Sometimes a Digimon has multiple, sometimes only one of its types are represented.
- Some Digimon, even in the Base Release, are reprinted with different attributes, sometimes with a different type and sometimes not.
- "DNA" is used instead of Jogress only because it is shorter. So there.
There are eight Digimon types: Dragon, Jungle, Marine, Metal, Enigma, Wind, Nightmare and Nature. Each one seeks to introduce unique mechanics as well as use some global mechanics (or borrowed mechanics at less potency).
Gallery of Dragon Type
Dragon type are Digimon with unusually high base attack Power as well as several effects that tend to raise power as much as or higher than Options, usually for staying within Dragon typing. They sport lower HP than average and no Drain or Crash. There's a small amount of First Attack and attack-type control. Overall, they tend to branch into other colors very well even when ignoring the numerous dual-types.
Gallery of Jungle Type
Jungle type Digimon have two sub-strategies, one from plants which relies on using their relatively low power with Drain to keep a constant amount of HP, surviving during harsh opponent turns to increase the likelihood of evolution. The second is for most of the insect types which relies on stamping out opponent effects while giving a boatload of DP for super fast evolution. As such, Jungle Digimon tend to refill their HP (evolving), increase their base power (evolving) and jam out opposing effects all very quickly. While speed and slightly higher than average longevity is their strong suit, Jungle Digimon lack hard-hitting numbers that make them a formidable threat. Most of their KO-winning damage will come from pure endurance or Options.
Gallery of Marine Type
Marine type Digimon have very high base HP and tend to prefer direct HP recovery and longevity for a pure endurance match. This allows them to slow-roll their evolutions, keeping a constant HP-refill game going. Their strength is HP-refreshing rhythm. Many of these Digimon have both a severe lack of DP (or high cost), making evolution slow and also a low direct damage potential. This causes Marine to be a slow tank of an inevitability engine.
Gallery of Metal Type
Metal type Digimon have high base HP but tend to use their own HP as costs for various devastating effects. This makes them difficult to blindly top-deck (whereas most colors can reliably topdeck 4/5 times). With a huge prominence of Crash, expect to skirt the edge of danger frequently, using your high HP and high damage (but always one at the cost of the other) to tank out for a while and then blow opponents away. With a medium to low evolution speed, Metal must often rely on DNA at U-level and low-cost C-levels to keep pace with other decks. Metal also features heavy branching into other types.
Gallery of Nature Type
Nature type tends to have a very tactical play style. They receive a grab-bag of bonuses (high Power, HP refilling, evolution speed, etc) as well as feature heavily in protective effects (Attack to 0; Counter) but only when the user can meet conditions. Given the number of exclusive conditions each card may require, there is almost always more than one that will fit any given moment and so taking advantage of Nature's versatility and flexibility is up to the user. This benefit is also a weakness, as the wrong hand combinations are more likely to appear, causing mulligans (weakness: own deck destruction). As such, top-decking can be a dud with them, though it's almost never detrimental. Use protection effects to hold out until the right moment, and then gain tactical benfits that incrementally widen the gap between you and the opponent. They have a mix between high HP bodies (with low Power) or high power with medium to low HP.
Gallery of Nightmare Type
Nightmare is hatred. "Type hate" or "color hate" refers to the act of hamstringing an opponent or gaining an effect when the opponent is a certain type, which Nightmare does exceedingly well. With HP all over the place (and compensating Power when it's high), power being erratic and some of their effects being intensely devastating...to both players, Nightmare requires paying serious attention to the board state and almost never top-decking. Several cards will limit the opponent severely, such as changing their type to Enigma (or Nightmare) to limit evolution and set them up to take a big hit from Nightmare's Enigma-hate. Many effects cause own-deck destruction as a cost but have a commensurate benefit as well. Playing Nightmare means having access to Drain on top of Crash. Their high benefits are offset by equally high costs, as not only are their effects sometimes double-edged but their evolutions are rather slow. Nightmare features one of the extremely few instances of Counter Cross.
Gallery of Wind Type
Wind type Digimon excel in being the first to attack, even on the opponent's turn. With copious speed (both in evolution and in attack), Wind attempt to get ahead of the opponent and do it fast. Their main draw is that many of the cards have conditional branches, where a primary effect may be acquired based on some condition but if it fails, you still always get some small reward. This plays similarly to Nature's tactical play except Wind can always afford to top-deck, as they know they get at least something for their efforts. Usually, they have small HP and medium to low Power as well. Wind is a very effect and speed-heavy typing with the most extreme consistency.
Gallery of Enigma Type
Enigma are a rebirth of the Unknown Legion Digimon. Anything from a recolor, to an oddity, to a pure warrior would fit here. Enigma Digimon typically have obscure properties, especially being effect-heavy. They excel at voiding opponent's supports and keeping them hazed into oblivion. In addition, they can generate easy card advantage from draws and opponent-discard effects. Some force the opponent to destroy their deck for a fast win payoff. Which they need, since many of their Digimon have both low HP and low Power (not all). With low evolution speed, limited access to 1st Attack, low power (some) and low HP (some), Enigma work carefully to use thinking-outside-the-box solutions. One is to destroy an opponent's deck before they've been able to play 4 Digimon, allowing you to win with fewer KOs needed. Another is to constantly deprive the opponent of DP and cards in hand while amassing your own hand to keep your options numerous and theirs few.
If anyone has any questions or concerns, just leave a reply and I'll get back to you ASAP. Enjoy Digimon Battles!