Promo Release—Hudiemon & Chaosdukemon and new symbols

New promo cards!

Before the next errata list drops and an upcoming set is released, I’d like to give everyone a couple of cards to play around with that I think are pretty interesting.

There are also 2 new symbols created to make player’s lives a lot easier. In the past, there has been confusion about which evo-boxes give effects permanently (like Power changes) and which are one-and-done. With all new cards (and any that happen to be errata’d in the future), evo-boxes with permanent effects will have the Permanent symbol, denoted by a stylized lemniscate . These are only found in evo-boxes for bonuses, so other permanent effects won’t have the symbol.

The second symbol is to denote an opponent, marked by this target-looking thing . Originally, the “opponent” symbol was only needed for evo-boxes to both save space and clear up confusion about whether an effect is you, your opponent, or both players, but will now also be used in all effect boxes on any new cards. The word is just used so often that unlike permanent effects, I see no reason to make it specialized. This should save a lot of room, clear up a lot of confusion, and increase reading comprehension.

Both symbols’ meaning have also been added to the rules page.

New effect: GRUDGE.

Sounds menacing right? Grudge is the middle answer to threatening a particular attack between “to zero” and “counter”. It works the following way:

/ / Grudge: An attack ability or effect (granted similarly to Counter), which makes you attack second, double your Power against the specified attack, and revive with your Power as HP if you’re KO’d by that attack.

In technical terms, here’s how you play it during the Battle Phase when attack abilities resolve:

  1. Get a stack of 2nd Attack. This is like removing a stack of 1st Attack, including if it’s your turn. It doesn’t make you guaranteed to attack last like Counter.
  2. If used the attack specified on Grudge, double own Power.
  3. If KO’d when an opponent used the Grudged attack, revive with HP equal to your Grudge attack’s Power. Do not revive if that Power is 0. Note, you would not still get to attack after revival since that timing has passed. Revival happens after attacks.

It’s like a real grudge. You predict what attack your opponent will use, get a power boost, and insure yourself against KO. The opponent still receives a KO point as with any revival. In fact, the revive part follows all revival rules including a Level M no longer counting as 2KOs after that revival. Because the 2nd Attack of Grudge is not permanent as with Counter, you can still use the “1st Attack” ability to sort of cancel-out that effect and go by turn order. When you play Grudge, try to imagine your Digimon taking it to the face and having the poise to come back with something fierce, even if it’s from the grave. That should give a clear image of what’s intended. This can severely curb someone’s attempt to KO with a specific attack, such as a Circle which can 2-hit-KO your Digimon when it has Circle Grudge. Like a “to zero” or “counter” effect, this introduces an element of risk and prediction. This can also be an interesting way to punish 1st Attack, since that’s normally used to ensure a KO.

Have fun everyone!

 

Alice White

Alice is the webmaster of VMundi, author, editor, mathematician, and autodidact. She has over 8 years of publishing experience writing articles for various self-run sites. Her interests include game design, economics, Game Theory, graphical design, and mathematics.

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