|Original image uploaded by TechnicalSuwako.|
There are four phases to a turn in the Digimon Card Game:
- Active Phase: Turn all of your Rest (landscape) Digimon to the Active (portrait) position.
- Draw Phase: Draw 1 card from your deck. However, when taking the very first turn of the game, you do not draw a card.
- Raising Phase: You can either turn 1 Digitama card from your Raising Area face-up to hatch it into a Baby-level Digimon, or evolve a face-up Digitama into a Level 3 or greater card to send to the Battle Area.
- Main Phase: During this phase you can evolve and attack with Digimon, or use Option cards. If after you've paid a cost, the opponent's Memory gauge is at 1 or more, your turn ends.
The Entry and Evolution Costs for Digimon are paid using the Memory Gauge shared between players. As soon as a player has 1 or more Memory, it is their turn. In the example presented in the issue, the turn player has 5 Memory and places a Digimon with a cost of 10; the opposing player now has 5 Memory, and it becomes their turn as a result.
Since evolution, battle, and Option card use all take place in the same phase, there's a great deal of flexibility in terms of what players can do during combat. When two Digimon battle, the one with the lower power is destroyed--although the issue doesn't address whether a tie results in mutual destruction or mutual survival. No mention is made of the "summoning sickness" mechanic previously used in Chrono Clash, implying every Digimon can attack as soon as it's placed.
While it was previously known that Tamer Cards provided passive support effects to Digimon, this issue revealed that players can have multiple copies of a Tamer Card in play to stack their effect. And while Digitama Cards are said to be able to evolve into Level 3 or higher cards, Digimon Cards as a rule can only evolve into cards exactly one level higher than themselves. Both card types can only evolve into cards of the same color.