How a battle is won
Quick answer
Check all five of the opponent's security cards, then attack the player. Your turn ends when memory reaches 1 or more on their side.
You win by checking all five cards in the opponent's security stack, then attacking the player. Memory ends your turn when the counter sits at 1 or more on their side. Both rules are on the game site's system page, and the digital build runs the bookkeeping.

Win and the turn clock
| Piece | Rule as printed |
|---|---|
| Security | Five cards. Check all of the opponent's, then land the finishing attack. |
| Memory | Paying a cost moves the counter toward the opponent by that amount. |
| Turn end | Counter at 1 or more on the opponent's side ends your turn. |
| DP | In a Digimon battle, the higher DP wins. |
| Hand | You start with 5 cards. The page prints no hand limit. |
Turn order
| Phase | What you do | App note |
|---|---|---|
| Unsuspend | Ready your suspended cards in the battle area. | Automatic. |
| Draw | Draw one. The first player skips this on the first turn. | Automatic. |
| Breeding | One action: hatch a Digi-Egg, move a Digimon that has DP into the battle area, or do nothing. | You choose. |
| Main | Digivolve, play a Digimon or Tamer, use an Option, attack, in any order. | You choose the order. |
| End | Memory has reached the opponent's side. | The counter enforces it. |
The breeding area, the Digi-Egg deck, trash, and the security stack are labeled on the same screen diagram. Zone names and the deck cap are on decks and turns. Color jobs are on cards and colors.