Digimon Battles is a Digimon card game for two players made by me. Based on the Playstation 1 title “Digimon World: Digital Card Battles” with several changed and updated rules, many altered cards (plus new cards) and completely new game features and concepts. 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.
Download & Play
Currently the game is completely finished. Organizing a printable version of 200 unique cards (with different printable counts) is quite difficult and has not been completed. I own a complete collection of all of these laser printed but was unable to find a good way to make a printable library for players or to show each card.
TABLETOP SIMULATOR MODULE:
Or search “Digimon Battles” in the Steam Workshop for TTS.
If you are unfamiliar with Tabletop Simulator, it is a software purchasable on Steam that allows modular tabletop gaming. It’s pretty cheap and I urge everyone to get a copy, not the least because it will be required to play Digimon Battles with VMundi players online (it also can play Vanguard, or just about any tabletop game you can think of).
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.
PDF Rules:https://www.dropbox…. rules.pdf?dl=0
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.
Please leave questions and comments below. Technically you could print them all since the 200 cards are in those galleries. If you do, set to CMYK and 300DPI. Should be the same size as Standard (Magic the Gathering) sleeves.