Effect Resolution/Old

NOTE: From the 2nd of July 2021 the English ruleset was updated to Ver 2.1. So this page is no longer relevant. Please use updated rulesets in games here. This page is here for historical purposes only.
For Rulings that have changed before whether by an email or the Rulebook Update. Go to Invalidated Rulings
The way effect resolution in the Digimon Card Game is achieved by adding effects to a queue.
When effects are triggered at the same time, the player can choose which effects happen in which order. The turn player takes priority when performing their effects. If new effects would be triggered during this time, they are added onto a new list that will happen after other effect lists are resolved. The effects in that list can be resolved in any order the player chooses.
Players choose effects inside a list as they go on resolving effects. They do not choose them at the start of queueing. From General Rules FAQ
==Page Terminology ==
These terms are unofficial, and will need to be updated when official terms come out. They are currently only used as distinction between the different actions and aspects of Effect Resolution.
=== Trigger===
This is not the same as the "trigger" used for effects with Keywords.
When an effect meets its trigger condition, it is put on "standby" or "pending" having been added to a list. Any effect that reached its trigger condition, is "triggered" at the time of reaching a Trigger Window.
Effects can only trigger once in response to its trigger condition happening multiple times at the same time. However, it can trigger multiple times in the same trigger window if the trigger condition was met at different times (e.g. an effect that deletes 2 Digimon at the same time).
====Trigger Condition====
Trigger conditions while not always, are commonly denoted by "when", "on", "at" (e.g. "when your Digimon attacks,", "at the end of the turn"). There are also trigger conditions denoted by Timings instead. Trigger conditions are relevant only when putting an effect on standby (i.e. "triggering" the effect) where you add the effect to a list.
Note: There are exceptions due to translation errors or poor translations or poor wording. Some "if" conditions are considered trigger conditions as well. Currently, these mistranslations are not relevant differences. 
=== Trigger Window===
This is an unofficial term, but is necessary to resolve particular rulings.
A window of time where effects are "allowed to be triggered". All effects that would've been triggered since the last window are added to the tree at the same level.
The following actions create a new trigger window:
*Playing an Option card: "when you use an Option" effects would happen before effects triggered by the Option effect.
*After an Effect Ends: When an effect reaches the last "." All effects that met their condition since that effect started get triggered.
*Activating another Effect: "activate the following effect" triggers effects that met their trigger conditions prior to activating the following effects.
*Rules Processing: After an effect ends and has triggered other effects, the rules processing will trash level 2 Digimon in the Battle Area and delete Digimon with 0 DP. Any effects that meet their condition off them also trigger.
The same instance of an effect can be triggered multiple times in the same trigger window as long as the action happened at different times. If you have 2 different cards with the same effect, or if a Digimon has that effect twice those are counted as separate instances of an effect.
In a trigger window, effects that met their conditions since the last window are triggered.
Effects triggered in the same trigger window are treated as "triggering at the same time" and go into the same list in the stack.
===Activate===
This is not the same as the "activate" used for P-011.
Declaring the use of an effect is called "activating" the effect. You would choose to activate an effect from the most recent list of effects that were triggered at the same time. Effects are activated one at a time. Activating an effect is not the same as "triggering" an effect.
When choosing effects to use, you would "activate" a single effect from the last list in the stack. Any effects that are not optional must be activated before moving onto the next list in the stack. If an effect is optional, you must declare you are not activating the effect before moving onto the next list in the stack.
If an effect has then once it has been activated it cannot be activated again for the rest of the turn. Individual effects are restricted per card in a Digimon instance. (See more in Effect Resolution/Related Information)
Note: Official Bandai materials often confuses and swaps the "trigger" and "activate" around, but they are regardless not the same as the Detailed Rules document and emails have pointed out. Please be careful when extrapolating from materials that confuse the two.
====Activation Conditions====
Activation conditions while not always, are commonly denoted by "if" (e.g. "If your opponent has no Digimon with digivolution cards,", "If you have 3 or less security"). Activation conditions are only relevant when a player would declare an effect. A player would declare the use of a triggered effect, if it meets its activation conditions it is activated, if it fails to meet the activation condition it is not activated.
Effects that fail to meet their activations do not use up their but are still removed from the stack if they were declared by a player.
===List===
An unordered collection of effects that players will be resolving with priority to the turn player. The turn player resolves all of their effects in the list before the opposing player resolves their effects in the same list. All effects (turn player and opponent) must complete all effects in the current list before moving to the next list in the queue.
If a turn player has optional effects in the list they do not wish to use, they must remove those effects from the list by declaring they are not using those effects before the opponent may begin resolving their effects in the list. If the opponent has optional effects in the list they do not wish to use, they must also remove those effects from the list by declaring they are not using those effects before the list is completely resolved.
===Queue===
This is a larger queue of the above lists. If multiple lists exist in the queue, the first list to be added (enqueued) to the queue is the first list that players begin resolving (dequeue).
== Detailed Explanation==
===Effect Structure===
Activated Effects are normally denoted by their Timing as to when they are triggered. Activated , , and effects that are denoted by "when X occurs" in the text.
Activated effects that are , , or are structured in this layout:
{Timing}{Per Turn Condition} {Standby Condition} {Effect Condition} {Optional} {Effect}
For example, with .{Timing: } {Trigger Condition: When an opponent's Digimon attacks a player}, {Effect Condition: if this Digimon is suspended}, {Effect: suspend 1 of your opponent's Digimon.}
Any other effects with those timings are treated as continuous effects if they do not have a Trigger Condition.
All other activated effects with different timings are structured in this layout:
{Timing}{Per Turn Condition} {Effect Condition} {Optional} {Effect}
For example, with .{Timing: }{Per Turn Condition: } {Effect Condition: If your opponent has a Digimon with no digivolution cards in play}, {Effect: trigger .}
In this case the {Timing} is also the {Trigger Condition}.
==Using an Effect ==
===Main Effects===
 effects are used during the Main Phase and cannot be used in response to any other effects.
===Activated Effects===
#Effects with the same timing are added to the same list inside the queue.
#Go to the first list in the queue as the current list.
#Repeat this step while the list still has effects in the list.
## The Turn player chooses their effect in the current list, if the turn player has no effects in the list the opponent chooses their effect.
##Finish all actions on that effect.
##*Checkpoint: Any new effects that would be triggered due to this effect are added to a new list in the queue.
##**The same effect on the same card can only be added to the new list once.
##* Additional Checkpoints: Any of these effects will create a break in the effect and create additional windows for putting effects in a list.
##**If one of the actions on that effect includes activating another effect (e.g. Digi-Burst or )
##***Even if it activates multiple effects at the same time, there is only 1 break between the Checkpoints.
##**If an effect includes playing an Option card.
##Resolve all Rules at this time. Examples of Rules include:
##*Trash any Level 2 Digi-Eggs currently in play.
##*Delete all Digimon with 0 DP at this time.
##Checkpoint: Any new effects that would be triggered due to the rules resolutions are added to a new list in the queue.
## If another effect exists in the current list, select a new effect from the current list and repeat steps 2-6 again until all.
#After completing all effects in the current list move to the next list in the queue.
# After all lists in the queue are completed, all effects have resolved at this time.
====Interruptive Effects ====
There is no official term for this. This is a fan-term used to describe a particular type of Activated Effect.
Interrupted Effects are a type of Activated Effect that don't follow the above process. These effects are commonly denoted by having "would" in their trigger condition. Examples include, , the effects of , and , and the effect given by .
These effects can be triggered in the middle of an effect and activate immediately without waiting for a Trigger Window. If applying these effects would trigger any non-interruptive activated effects, then those effects would trigger at the next trigger window.
===Continuous/Passive Effects===
There is no official term for this. This is a fan-term used to describe effects that do not fall into the category of Activated or Main effects.
There are effects that do not have a trigger condition, and are not effects that the player chooses to use at a time. An example is 's . Effects of this type will typically be , , or effects that do not include a trigger condition.
These effects are continuously applied and their conditions continuous checked during all stages of the game, including in the middle of an effect. These effects do not "activate" or require a player to declare their use.
==Examples==
===Example 1===
==== Scenario====
*Player 1 is using to attack the opposing player.
**It has , , and as its digivolution cards.
* The opposing player (Player 2) has with a single digivolution card, and with as its digivolution card.
====Effects on Trigger====
#
#
#
#
#
#
====Resolution====
Effects 1-5 have the same timing , and their owners can choose the order of resolution. Turn player takes priority, so 1-4 will be triggered first.
Optimal Play Order:
#Player 1 declares an attack with MetalGarurumon targeting the Opponent.
#*Effects #1-#5 are added to List 1 because they are triggered at the same time "When Attacking".
#Player 1 begins resolving their effects in List 1 due to being the turn player.
#Player 1 chooses Gabumon's Effect (#3) to remove the digivolution card under Togemon.
#Player 1 uses Zudomon's Effect (#2)
#Player 1 uses Upamon's Effect (#1)
#Player 1 uses MetalGarurumon's Effect (#4).
#*Garurumon's Effect (#6) is added onto List 2.
#Player 1 has no more effects in List 1. Player 2 begins resolving their effects in List 1.
#Player 2 uses Rosemon's Effect (#5) and can only suspend Garurumon but MetalGarurumon cannot be suspended because it is already suspended.
#There are no more effects in List 1. Player 1 begins resolving List 2 which only has 1 effect.
#Player 1 uses Garurumon's Effect (#6) to unsuspend MetalGarurumon.
===Example 2===
====Scenario ====
*Player 1 is using to attack Player 2.
**Player 1 has and as the digivolution cards under MetalGarurumon.
**Player 1 also has an and in the Battle Area.
*The opposing player (Player 2) has a suspended with a digivolution card under it in the Battle Area.
====Effects on Trigger====
#
#
#
#
# 1st Effect
#
# 2nd Effect
====Resolution====
Effects #1 and #2 have the same timing, but they are activated by different players so Player 1's Effect #1 goes first. Effects #3 and #4 only activate after Garurumon is played by MetalGarurumon's (#1) effect.
Play Order:
# Player 1 declares an attack with MetalGarurumon targeting the Opponent.
#*Effects #1 and #2 are added to List 1 because they Trigger when declaring an attack.
#Player begins resolving their effects in List 1 as the turn player.
#Player 1 uses MetalGarurumon's Effect (#1).
#*Garurumon's Effect (#4) and Matt's Effect (#3) is added onto a new list (List 2) because they are triggered when Garurumon is played.
#Player 1 has no more effects in List 1. Player 2 begins resolving their effects in List 1.
#Player 2 uses Rosemon's Effect (#2) and suspends UlforceVeedramon.
#There are no more effects in List 1.
#Player 1 chooses to use Garurumon's Effect (#4) from List 2 and unsuspends MetalGarurumon.
#* DemiVeemon's Effect (#6) is added to (List 3) because it is triggered when MetalGarurumon is unsuspended.
#Player 1 chooses to use Matt's Effect (#3) from List 2 and suspends Matt to remove digivolution card from Rosemon.
#*UlforceVeedramon's Effect (#5) is added to (List 4) because it is triggered when Matt is suspended.
#There are no more effects in List 2. Player 1 uses the only effect in List 3 being DemiVeemon's Effect (#6) and MetalGarurumon gets +1000 DP.
#There are no more effects in List 3. Player 1 uses the only effect in List 4 being UlforceVeedramon's Effect (#5) and unsuspends itself.
#* UlforceVeedramon's Effect (#7) is added to (List 5) because it is triggered when UlforceVeedramon is unsuspended.
#There are no more effects in List 4. Player 1 uses the only effect in List 5 being UlforceVeedramon's Effect (#7) and gains 1 memory.
=== Example 3 ===
==== Scenario ====
* Player 1 uses to delete and play 
** Player 1 has with as its digivolution card in play and a Red Digimon in their Breeding Area (in order to use the Red Option).
** Player 2 has and in play.
==== Effects on Trigger ====
#
#
#
#
#
#
#
==== Resolution ====
# Player 1 uses . Effect (#1) must be resolved before other effects can be used or added to the list.
#* Effect #4, #5, and #6 are added to List 1 because Trident Revolver was used.
#*Player 1 deletes .
#*Player 1 plays 
#Effects are added to the new (List 2) after Trident Revolver finishes.
#*Effect #2 and Effect #7 are added to List 2 because Tapirmon was deleted.
#* Effect #3 is added to List 2 because T.K. was played.
# The players begin resolving the effects in List 1.
#Players chooses to use any effects in List 1.
#*Effects #4, and #5 can be used by Player 1 in any order.
#**If Effect #5 deletes a Digimon, Effect is #7 added again to List 3. If there is no Digimon to delete ignore this.
#*Effect #6 can be used by Player 2 once Player 1 has finished using all their effects.
# Players can choose to use any effects in List 2.
#* Effects #3 can be used by Player 1 before Player 2 uses any effects.
#* Effects #2, and #7 can be used in any order for Player 2 after Player 1 has finished using all their effects.
# If a Digimon was deleted and Effect #7 was added to List 3, begin resolving List 3.
#* Effect #7 is the only effect in List 3.
=== Example 4 ===
==== Scenario ====
* Player 1 digivolves their into that already has in its digivolution cards.
** Player 2 has with as its digivolution card, with no digivolution cards, and .
==== Effects on Trigger ====
#
#
#
#
#
==== Resolution ====
# Player 1 digivolves BryweLudramon into Chaosmon. This puts Effect #1 on Trigger and adds it into List 1.
# Player 1 uses Effect #1 to declare an attack on VenomMyotismon.
#* This puts Effects #2, #3, and #4 on Trigger which adds them all into List 2.
# Player 1 uses their effects in List 2 (which is only Effect #2) to Cherrymon into Argomon.
# Player 2 uses their effects in List 2 next because there are no more effects in List 1.
# Player 2 uses Effect #4 to gain 1 memory.
# Player 2 then uses Effect #3 to suspend Argomon to redirect the attack to Argomon.
#* This puts Effect #5 on Trigger and adds it to List 3.
#* The above interaction is possible because:
#**The effect was already triggered & queued before happened.
#** Digivolving and De-Digivolving treat the Digimon as the same Digimon. This means the new Digimon inherits the "this Digimon" title for the effect.
#** See more in Carddass Email English 09/02/2021 De-Digivolve and Blocker from Sources.
# Players then begin resolving List 3 because no more effects exist in List 2.
# Player 2 uses Effect #5 in List 3 to unsuspend VenomMyotismon.
#No more effects are waiting to be used, so the rest the attack continues.
#Chaosmon deletes Argomon by battle, activating .
#*Security Checks happen after all other effects have completed and not when has activated.
==Other Related Information==
==Sources==
*https://world.digimoncard.com/rule/pdf/general_rules.pdf?201106
*Twitter Email Chain regarding MetalGarurumon and Rosemon
*Fan Translation Google Docs of Email above
*Carddass Email Japanese 02/11/2020: Lilithmon Ruling
*Carddass Email Japanese 05/01/2021: ShineGreymon Lucemon Ruling
*Carddass Email Japanese 31/01/2021: Angewomon Effect Resolution
*Card Rulings:BT3-027
*Card Rulings:BT3-086, Card Rulings:BT3-087
*Carddass Email English 08/02/2021: De-Digivolve and Effects
*Carddass Email English 09/02/2021: De-Digivolve and Blocker
*Carddass Email English 10/02/2021: Effect Resolution Order
*Carddass Email English 12/02/2021: Lotosmon + Effect Res 10/02/2021
*Card Rulings:BT4-084
*Carddass Email English 17/02/2021: Izzy and Nidhoggmon
*Carddass Email English 17/02/2021: Trident Revolver Change
*Carddass Email English 17/02/2021: Overkill ShineGreymon
*Carddass Email English 01/03/2021: 0 DP DIgimon Delete after Effect
*Carddass Email English 02/03/2021: NeoDevimon and ShineGreymon
*Carddass Email English 04/03/2021: Digi-Burst Checkpoint
*Carddass Email English 09/03/2021: WarGreymon, Veemon, and DP Deletion
*Card Rulings:BT2-041
*Carddass Email English 10/02/2021: Massive Question List
*Carddass Email English 19/02/2021: Veedramon Once Per Turn
*Carddass Email English 25/03/2021: Rafflesimon Once Per Turn
*Carddass Email English 13/04/2021: Once Per Turn Kaiser Nail
*Carddass Email English 13/04/2021: Once Per Turn Kaiser Nail 2
*Carddass Email English 16/04/2021: MetalGarurumon 0 DP Interaction Part 1
*Carddass Email English 16/04/2021: MetalGarurumon 0 DP Interaction Part 2
===Invalidated===
*Carddass Email English 12/02/2021: Trident Revolver Timing
Category:Gameplay
Category:Effect Resolution