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Digimon Digital Monsters

Digimon Digital Monsters Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • Setup
  • Beginning Play
  • Game Board
  • In-Training Section
  • Digi-Destiny Cards
  • Battling Kuwagamon
  • Rookie Section
  • Champion Section
  • Ultimate Section
  • Battling the Dark Masters
  • Losing to a Dark Master
  • Winning the Game

Contents

  • 1 Gameboard
  • 149 Digimon tokens: 42 Crest tokens, 7 In-Training tokens, 42 Rookie tokens, 28 Champion tokens, 7 Ultimate tokens, 6 Kuwagamon tokens, 6 Black Gear Digimon tokens, 6 Devimon tokens, 4 Dark Master tokens, 1 Kari token
  • 7 Identification cards
  • 7 Character Playing Pieces
  • 40 Digi-Destiny cards
  • 72 Digi-Energy coupons
  • 2 Dice
  • 1 Storage Tray

Object

To be the first player to successfully navigate from camp through the four sections of the Digital World and ultimately defeat one of the four Dark Masters, thereby freeing Kari, the eighth digidestined child.

Setup

  1. Punch out all 149 Digimon tokens. Separate the following tokens into piles: 6 Kuwagamon tokens, 6 Black Gear tokens, 6 Devimon tokens, 4 Dark Master tokens. Mix up and place each pile of tokens face down on the gameboard where indicated. (See Diagram 1) Set the remaining tokens aside, for now.

  2. Separate the Digi-Energy coupons into five piles according to their denominations: one pile for 1's, one pile for 2's, etc.

  3. Shuffle and place the 40 Digi-Destiny Cards face down on the game board where indicated. (See Diagram 1)

  4. Each player chooses to be one of the seven characters: Matt, Tai, Sora, Joe, Izzy, Mimi, or T.K.

If, for example, you choose to be Sora, place the Identification card of Sora face up in front of you. This Identification card will help you to keep track of the tokens and crests you will need to collect. As you collect the various tokens and crests, place them on top of the matching picture on your Identification card.

If you chose Sora as your character, you will notice that Sora's color is yellow. Find the following yellow tokens: 1 In-Training token (Yokomon), 6 Rookie tokens (Biyomon), 4 Champion tokens (Birdramon) and 1 Ultimate token (Garudamon). Once you have all the yellow tokens in front of you, place the In-Training token face down. Next, lay the 6 Rookie tokens face down, mix them up and stack them in a pile. Next, lay the 4 Champion tokens face down, mix them up and stack them in a pile. Lastly, place the Ultimate token face down in front of you.

Note: Depending on the number of players, there may be one or more character sets left over. Separate these unused character tokens, playing pieces and identification card(s) from the active character sets. These will not be needed for game play.

  1. Lay all 42 Crest tokens face down, mix them up and place them in the storage tray with the value side facing away from all players.

  2. Choose one player to be responsible for passing out the Digi-Energy coupons throughout the game.

Beginning Play

Place your chosen character playing piece on the "Begin At Camp" playing space. The youngest player goes first by rolling the die and moving their playing piece the number of spaces indicated on the die in a clockwise direction. Play then moves to the player on the left.

Note: If your first roll is 1, you would land on the first "Meet Your Digimon Partner" space.

Game Board

The game board is divided into 4 sections: the In-Training section (green-blue), the Rookie section (blue-purple), the Champion section (purple-orange), and the Ultimate section, which begins with a path and leads to an orange circle in the center of the board.

In-Training Section

Object of Play: To get your In-Training Digimon partner and collect at least 10 points worth of Digi-Energy coupons. For further aid in battle, you should try to collect as many Crest tokens as possible (with the highest value) as well as gather Digi-Destiny cards to help battle and defeat the evil Kuwagamon.

Digimon Partner: If you land on a "Meet Your Digimon Partner" space, you may turn your In-Training token face up and place it on the matching picture on your Identification card.

Food Square: If you land on a square with a food symbol, you are entitled to draw the number of Digi-Energy points shown from the bank.

Crest Symbol Square: If you land on a Crest symbol, you are entitled to the first Crest token in the storage tray. If, for example, the first token in the tray was the Hope Crest, you would place it face up on the matching symbol on your Identification card. If on a later turn you again landed on a Crest symbol, and the first token in the tray was another Hope crest you would check the number on the new crest against the one you already have. If the new Hope token has a higher number (valued from 1-6) you would upgrade by keeping it and returning the older lower-valued Crest token to the back of the row in the storage tray.

Digi-Destiny Cards

If you land on a Digi-Destiny card, you may use it during your turn or save it for a more strategic play later on.

Note: In some cases the card may only be played in certain sections. e.g. Some cards are only useful in a Champion Battle, etc.

A player may only hold a maximum of 5 Digi-Destiny cards at one time. Only one Digi-Destiny Card may be played at any time during a player's turn.

Battling Kuwagamon

Once you have managed to turn over your In-Training Digimon Partner and have acquired at least 10 Digi-Energy points, you may choose to battle Kuwagamon. In order to do this, you must roll the die so your playing piece lands on the "Battle Kuwagamon" space.

Note: You need not roll the exact number to land on the Battle Kuwagamon space.

After landing on the "Battle Kuwagamon" space, you must pay 10 Digi-Energy Points to the bank. You then turn over the top Kuwagamon token. The Kuwagamon token will have 4 of the 7 Crest words printed on it (Knowledge, Hope, Love, Reliability, Courage, Friendship, and Sincerity).

If none of your Crest tokens matches at least 1 of the 4 Crest words, you are not entitled to battle. You must turn your In-Training token over and return your playing piece to the "Begin At Camp" space thus ending your turn. In order to re-activate your In-Training token, you must land on a "Meet Your Digimon Partner" space.

If you have a Crest token that matches at least one of the Crest words on the Kuwagamon token, you may battle.

Note: If you have 2 or more Crest tokens that match the Kuwagamon token you have just turned over, you may use the matching Crest token of your choice.

The winner of the battle is determined by the total number of points scored. Your total is a combination of your In-Training partner (1), the value of the Crest token played (1-6), and a roll of the die (1-6), as well as any Digi-Destiny card you may have played. Your score can range anywhere from 3 to 13, plus the value of a played Digi-Destiny card.

Kuwagamon's score is a combination of the number indicated on the token (3-6) plus the roll of the die by the player on your left. (See sample in Diagram 2)

Diagram 2

In this example Izzy has collected 3 crests. Knowledge and Hope are indicated on Kuwagamon's token and since Hope has the highest value, Izzy places it forward on the battle line. He rolls a 5. Therefore, the Crest value (5) plus In-Training value (1) plus the roll of the die (6) equals 12.

The player on the left rolls a 4. Therefore, Kuwagamon's value plus the roll of the die equals 9. Izzy won the battle.

If you defeat Kuwagamon, move your playing piece to the first Food space in the Rookie section entitled "Begin Rookie Adventure", and receive 5 Digi-Energy Points. If you lose, you must return the Crest token used in battle to the back of the storage tray and move your playing piece back to the "Begin At Camp" space.

Rookie Section

Object of Play: To collect your highest valued Rookie token (valued 1-6), continue to collect and upgrade all 7 Crest tokens (valued 1-6), continue to collect and upgrade the 5 most strategic Digi-Destiny cards, and finally, to collect a total of at least 15 Digi-Energy Points, enabling you to battle one of the Black Gear Digimon.

Battling the Black Gear Digimon: When you have acquired at least 15 Digi-Energy Points, and you have your Rookie token, you may choose to battle the Black Gear Digimon and free them from the control of the Black Gear. In order to battle the Black Gear Digimon, your playing piece must land on the "Battle The Black Gear Digimon" space.

Note: You need not roll the exact number to land on the Battle space.

After landing on the Battle space, you must pay 15 Digi-Energy Points to the bank. You then turn over the top "Black Gear Digimon" token. The Black Gear Digimon token will have 3 of the 7 Crest words printed on it (Knowledge, Hope, Love, Reliability, Courage, Friendship, and Sincerity).

If none of your Crest tokens match at least 1 of the 3 Crest words you are not entitled to battle. You must return your Rookie token to the bottom of the pile and return your playing piece to the "Begin Rookie Adventure" space, where you collect 5 Digi-Energy points, thus ending your turn.

If you have a Crest token that matches the Black Gear Digimon token you may battle.

The winner of the battle is determined by the total number of points scored. Your total is a combination of your In-Training partner (1), your Rookie token (valued 1-6), the highest played matching Crest token (1-6), and a roll of the die (1-6) plus the value of any Digi-Destiny card. Your score can range anywhere from 4 to19, plus the value of any Digi-Destiny card.

The Black Gear Digimon's score is a combination of the number indicated on the token (9, 10, 11, 12, or 13) and a roll of the die by the player on your left.

If you win, you keep the Black Gear Digimon token (which is now a good Digimon) and you move your playing piece to the first Food space in the Champion section, entitled "Begin Champion Adventure", where you receive 4 Digi-Energy points.

If you lose, place the Black Gear Digimon token at the bottom of the Black Gear Digimon token pile, the Crest token played in battle is returned to the back of the storage tray, and your playing piece goes back to the "Begin Rookie Adventure" space, where you collect 5 Digi-Energy points, thus ending your turn.

Champion Section

Object of Play: To collect your highest valued Champion token (valued 4-7), continue to upgrade your Rookie token (valued 1-6), continue to collect and upgrade all 7 Crest tokens (valued 1-6), continue to collect and upgrade the 5 most strategic Digi-Destiny cards, and finally, to collect a total of at least 20 Digi-Energy points enabling you to battle the Evil Devimon.

Battling Devimon: When you have acquired at least 20 Digi-Energy points, and you have your Champion token, you may choose to battle Devimon. In order to battle Devimon, your playing piece must land on the "Battle Devimon" space.

Note: A player need not roll the exact number to land on the Battle Devimon Space.

After landing on the "Battle Devimon" space, you must pay 20 Digi-Energy points to the bank. You then turn over the top Devimon token. The Devimon token will have 2 of the 7 Crest words printed on it (Knowledge, Hope, Love, Reliability, Courage, Friendship, and Sincerity).

If none of your Crest tokens match at least 1 of the 2 Crest words printed on the Devimon token, you are not entitled to battle. You must turn your Champion token over and return it face down to the bottom of the Champion token pile. Your playing piece goes back to the "Begin Champion Adventure" space, where you collect 4 Digi-Energy points, thus ending your turn.

If you have a Crest token that matches the Devimon token you may battle. The winner of the battle is determined by the total number of points scored. Your total is a combination of your In-Training partner (1), your Rookie token (valued 1-6), your Black Gear Digimon token (valued 9-13), your Champion token (valued 4-7), the played matching Crest token (1-6), a roll of the die (1-6) plus the value of any Digi-Destiny Card you may have played. Your score can range anywhere from 17 to 39 plus the value of any Digi-Destiny Card played.

Devimon's score is a combination of the number indicated on the Devimon token, (valued 25-30) plus a roll of the die by the player on your left.

If you win, move your playing piece to the first Food square on the path to the Ultimate section and receive 5 Digi-Energy points..

If you lose, the played Crest token is returned to the back of the storage tray and your playing piece goes back to the "Begin Champion Adventure" space, where you collect 4 Digi-Energy points, thus ending your turn.

Ultimate Section

Object of Play: To collect your Ultimate token, continue to upgrade your Rookie token (valued 1-6), continue to collect and upgrade all 7 Crests (valued 1-6), continue to collect and upgrade the 5 most strategic Digi-Destiny cards, and finally, be the first to defeat 1 of the 4 Dark Masters, thus freeing Kari and winning the game.

Note: While in the Ultimate Section, your playing piece may go clockwise or counterclockwise.

Black Gear Spaces: If your playing piece lands on a Black Gear space, you miss your next turn.

Dark Masters Spaces: You may choose to battle any 1 of the 4 Dark Masters by going up 1 of the 4 paths and landing on the Dark Master space.

Digi-Energy Coupons: If you have any leftover Digi-Energy coupons at this stage, on your turn, you may purchase a Digi-Destiny card from the top of the pile, for 5 Digi-Energy points.

Note: You may purchase as many Digi-Destiny cards as you can afford, but you may only hold a maximum of 5 Digi-Destiny cards at any one time.

Battling the Dark Masters

When you have acquired your Ultimate token as well as all 7 Crest tokens (Love, Hope, Sincerity, Knowledge, Courage, Friendship, and Reliability) you may battle 1 of the 4 Dark Masters.

In order to battle 1 of the 4 Dark Masters, you must roll the die so your playing piece lands on 1 of the 4 Dark Master token spaces.

Note: A player need not roll the exact number to land on the Dark Master's space.

After landing on 1 of the 4 Dark Master spaces, turn the Dark Master token over to see its value (55, 58, 62, 67). The winner of the battle is determined by the total number of points scored. Your total is a combination of your In-Training partner (1), your Rookie token (valued 1-6), your Black Gear Digimon token (valued 9-13), your Champion token (valued 4-7), your Ultimate token (8), the total of all your Crest tokens (valued 7-42), as well as the total of a roll of both dice (valued 2-12), plus any extra points from a Digi-Destiny card you may have played.

Your score can range anywhere from 32 to 89 plus the value of any one Digi-Destiny Card played.

The total value of the Dark Master is the number printed on the token (55, 58, 62, 67) plus the roll of both dice (2-12) by the player on your left.

Losing to a Dark Master

If you battle one of the Dark Masters and lose, you are immediately out of the game.

Winning the Game

The first player to battle a Dark Master and score a higher total than the Dark Master, frees Kari, and is the winner!