Game Design

Intro to Flip cards

In Auxiliary Set B, Dianamon and Antiramon introduce the concept of flippable cards! Flip cards share a card number, so they’re the same card for deck building purposes, but can flip under various conditions within the game. Some will start on a specific side and others will have freely choosable starting sides. Check the other tabs for what the new icons mean and how flips cards work.

The Star side of a card indicates one possible face that it can be flipped to or from. It’s distinct from the moon side. It’s not necessarily the initial side of the card and if so, is indicated by the Initialize icon.

The Moon side of a card indicates one possible face that it can be flipped to or from. It’s distinct from the star side. It’s not necessarily the initial side of the card and if so, is indicated by the Initialize icon.

If this card starts in play, such as in the Destiny Zone, then Start of game: Place this card with this side face-up.

This initialize icon indicates the card’s “face-up” side. The accompanying icon to the right of it is the card’s initial side (star or moon).

Cards may not have an initial side and if so, will not have this icon. Those cards generally start the game in a hidden zone such as the main deck, where they should be hidden.

In all cases, a flippable card that enters a hidden zone MUST become hidden. It does not show a side in a hidden zone (e.g. hand, dark area, main deck), even though it is a multi-sided card.

Cards without this icon can still be flipped.

In deck building, be sure to respect the normal rules about a card’s unique card number and card limit caused by that unique identifier, same as you would do for any other card. Example: You may have XB-006 Antiramon [Moon] as the card’s initial side OR XB-006 Antiramon [Star] as the initial side because neither have this icon. And among those, you may only have a total of 4 cards. You could have up to a total of 2 of the [Star] and 2 of the [Moon]; or up to 3 of the [Moon] and 1 of the [Star]; or any combination up to the normal card limit. The sides can only flip after the game starts when an effect instructs you to. Before a game, players are normally allowed to change any cards in their deck and that includes choosing the initial side for cards without this Initialize icon.

This icon is a stand-in for the keyword “flip”, which means to turn the card over to its other side. It may be accompanied by a side icon, in which case flip to that side if able. It may be alone; if so, simply flip the card to another side only-if it has a different icon on its other side.

Cards without a side icon cannot be flipped.

Cards with a side icon can only be flipped to a card with the exact same card number with a different icon.

Example: XB-003 Dianamon [Star] can flip to XB-003 Dianamon [Moon] because they have the same card number and different side icons.

Flip is considered part of an effect or cost, and therefore a process that a player performs (like Trash, Discard, or Draw). By default, Flip targets your own active Digimon. It may target the opponent’s active if specified (or uses “any”). It may target a card in the Destiny Zone or attached if specified. In all cases, the card flipped must be somehow in play (i.e. in a “zone”).

Flip is always considered to have the rules text “if able” after it.

You do not flip cards face-down unless the effect specifically states this. Unless an effect says “Flip facedown”, the back face (hidden DBE logo face) of a card should never show after a flip.

Flip cards are unique enough that they may create some rules confusion. Check this section for how each interacts within the game rules.
  • Flip card numbers are the same but their names may be different.
  • In XB, there are no differently-named flip cards. “New Moon” on Dianamon and “Deva” on Antiramon are just flavor text to help players talk about the cards uniquely.
  • When naming a card due to a card effect (e.g Fated Spirit), simply name any valid side of the flip card.
  • If a flip card is the active Digimon, the other side is not considered “in play” for any of its unactivated effects, power, attack abilities.
  • If a flip card is the active Digimon and has a permanent evo-bonus active, then flip to another side, the evo-bonus will remain active because the card did not change from the active spot. It only flips over.
  • When flipping a card at any time for any reason, update all the info about that Digimon that is not permanent or changed by effects. For example, its printed powers, types, attack abilities, passive effects, and available “Activate” effects if any will now be available or unavailable depending on whether it is the visible side.
  • When flipping a card, do not update information that has changed due to an effect or is permanent. For example, do not change the HP, any activated permanent evo-bonuses, or the status of a used “Activate” effect. Do not remove any floating effects that modify the active either, including Power boosts, attack ability changes, or changed attack selections.
  • Flipping an active Digimon doesn’t count as changing which Digimon is active, doesn’t count as a KO, doesn’t change any chosen attacks, doesn’t cause it to become abnormal.
  • If an active Digimon flips, even though its types may be different, do not count this as “changing” a type. Example: Antiramon [Star] was Wind and Nature types, but changed to Dragon by an effect. Later, it flips to Antiramon [Moon] and its type is now Nightmare instead of Dragon. This does not count as “changing” to the Nightmare type.
  • If a card flips multiple times during a turn, be sure to update it multiple times.
  • Players may check any side of a flip card at any time while it is in a non-hidden zone.
  • During the evolve phase, when activating the evo-bonus of a future, if that future is a flip card, only activate the bonus of the current side. If another effect flips the Digimon before you could activate an evo-bonus, the same rule applies and you would activate it on that new (now current) side.

Try it out for yourself. Click Dianamon and you’ll see how she flips between different sides.

Design Diary — Flatten

If you’re looking for how Flatten works, check this article.

How it all started

In Digimon World, you could inflict an LCD status effect on an enemy Digimon called “Flat”. It reduced their 3D model to a DOT sprite like in the v-pets and caused them to use a weak attack. It seems pretty appropriate to include for any 3D Digimon game that wants to include DOT sprites as with set Bit Depth. At the time, I already had this mechanic planned but no theming. So reducing the opponent’s dimensions one by one until they pop out of existence made a lot of sense. Originally, the balance was centered around having to obtain 4 instances of flatten. This didn’t test well. It took far too long to 4-hit-KO even when it can pierce evolutions. The next step was to tweak that number until it felt right in many many games. There was one point where I was torn between requiring 3 flattens and a regular damage hit versus 4 flattens and I ended up just including both due to how supports could be used to add more flats. The 3 flats with damage requirement was slightly too powerful while 4 as a fixed amount was way too slow without a constant supply of support-based flatten. Read more

Flatten Mechanic

The Rules

Flatten is a mechanic that was released with set Bit Depth. It decreases the dimensions of opposing Digimon until they shrink into a point and vanish!  On its own, flat doesn’t do any damage or cause any immediate effects—instead, it’s a ticking time bomb. So here are the rules:

  • When you meet your condition (in the pic, opponent used Circle, or opponent’s type is Dragon), you will cause a “flat” to the opponent
  • On attack abilities, only one condition can be met per hit. (If a Dragon uses Circle, it only causes 1 flat, not 2.)
  • Track “flat” by placing a marker to represent it in front of your active.
  • If you would ever have 4 flat markers, you get KOd!
  • If you would take damage if you haven’t attacked yet and have 3 flats, you get KO’d! (meaning opponent attacks first while you have 3 flats & you take damage)
  • When you evolve by DP, you can subtract 10 DP from anywhere (such as your DP zone or your Immortalize card) to remove 1 flat marker. You can only remove 1 flat per evolution.

And that’s how it works. Check the rules for an official explanation (glossary or attack abilities). Flatten is specifically intended as an alternate win method, similar to trashing an opponent’s deck out (which may reduce your required KOs). You will still have to use all your cunning and experience to make the most of it, but it can be a powerful KO method. Since it “poisons” a Digimon, opponents may have to slow down their evolution progress. Or you could exploit them after they evolve to Mega for 2 KOs. Repeatedly gaining 4 flats can be difficult, even if you maximize your opportunities, so be sure to have a backup plan. You can get a KO sooner with flatten as long as you can hit first and supplement it with damage.

For more info on behind the scenes of this mechanic, I have a developer’s design diary article for Flatten.

Update 10-16-2020: Flatten rules now updated in this post to reflect the recent rule changes. Now requires 4 Flats or 3 Flats+Damage+1stAttack to KO; up from 3 and 2 respectively. Flats are represented by a token or marker instead of a card. Flats can only be removed when evolving by DP. “Paying DP” has been reworded to make more sense. Added more about the design and intent.

 

Term Change: Proxy card

These little “P” symbols used to be called “Partner Options”. Option like choice not the card type. I bet you can see how this is confusing. Especially when DATA and Evolution cards have the “P” symbol now. There’s a new term change—Proxy. It starts with P, it’s thematic, and it’s what you’ll use now! Just a heads-up.

Download Digimon Battle Evolution

Digimon Battle Evolution 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 Battle Evolution is an Expandable Card Game, (ECG) and is free for life. Several expansion sets are currently planned.

Right now, you can print the cards for play or download the module on Tabletop Simulator to play digitally.

Print & Play

Follow this process if you’d like to print out the cards and play with them. Note: I will not be able to organize a printable version of the full 500+ unique cards (with different printable counts), since it is quite difficult. I suggest that you start with a deck list and print only those cards. More detailed version of these steps including starter decks here.

  1. Save any card images from this site’s Card Gallery
  2. Download TCG Proxy Generator (Windows / Mac OS)
  3. Open the Proxy Generator application
  4. Drag cards you saved into the application on the upper-right corner as it instructs. Fill the page and you can click “Next Page” to make more.
  5. Check any options you want and press “Print” when done. Save the filename with the “.pdf” extension, since it’s not set by default.
  6. Open the PDF you created in a viewer such as Adobe Reader and print it (usually on normal copy paper).
  7. The resulting print should be a 3×3 cards page (or pages) where each card is 2.5″ by 3.5″. Cut those cards out.
  8. Take card sleeves that are Standard poker size (such as Magic: The Gathering or Pokemon) and slip these printed cards and some sort of other game card into the sleeve.
  9. Play!

Download & Play

 

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TABLETOP SIMULATOR MODULE:

 http://steamcommunit…s/?id=710666368

Or search “Digimon Battle Evolution” in the Steam Workshop for TTS.

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