Updated Wed Jun 5 2024 2:19 PM ( Addition of rules from D-Evolutions). Card Ui modified, D-Evolution/D-Spirits can now evolve, Addition of abilities and special moves on D-Spirit cards, Addition of when abilities activate, Addition of Statuses & Status effects, Launching D-Spirits, Card chaining, Addition of new Game Breakers

Updated Mon Nov 13 2023 2:04 PM ( Both players draw the beginning of the game and not their respective first turns, Extra Draw modified, D-Spirits now feature limits, the Signals and Signs deck is now treated as the Support deck).

Updated Mon Feb 21 2022 2:35 PM ( Rules now reflect new card interface, Realm & Special Move card rules added, updated side deck rules, updated battle step rules).

 Hello D-tectives! Welcome to the official game rules for the D-Spirits Trading Card Game! We highly suggest watching the video demonstration that we’ve prepared for you so you can get a hang of how the D-Spirits Card Game is played. Afterwards, please read below as this list will dive further in depth explaining the game and include details that may have not been shown in the demonstration video.

The D-spirit Official Trading Card Game is here! Battle with exciting and mysterious souls from the digital world! Learn how to play the Trading Card Game by watching this D-Battle between Damian and Atlus! And then afterwards get your own D-squad together!

Assemble your D-squad and face off in the ultimate battle!

 Get your decks ready for play!

First things first! Before we dive deep into how the D-Spirits Card Game is officially played, we must make sure your decks are set up properly. To play D-Spirits you will need 3 kinds of decks. The “D-Squad deck”, the “Support deck”, and lastly the “Side deck”(not required).

  • The D-Squad Deck

This deck contains all of your D-Spirits that you plan to use in battle. You must have up to at least 15 D-Spirits in your D-Squad deck in order to play. Each D-Spirit has a limit of the number of times it can be placed in your decks. *Limitless D-Spirits cards can only be placed in your D-Squad deck with 1 copy.

Current Card Interface

Previous Card Set Interfaces

Soul Snatchers, Control The Soul

Using More Than One Of The Same D-Spirit

If D-Spirits share the same name but are different cards featuring different abilities, multiple copies can be used in the D-Squad deck. Cards must still adhere to deck limits.

Spirit Types and Symbols

Each D-Spirit has its own set of unique typings. The interface of each D-Spirit card lists its typing as a simplified symbol. In battle, each D-Spirit gains stats boosts when it is targeted or targets a certain type it has an advantage against.

*The green E besides Ice, Fire, Water, and Lightning stands for a secondary Elemental type attribute. (Elemental types are usually able to negate the abilities of Spooky types when destroyed in battle).

D-Spirit Special Moves

Special Moves are card effects that are always activated on command. Special Moves are activated by paying the necessary cost of SP listed on each card. Special Moves can only be activated once per turn before the Battle Step. D-Spirits can still attack after activating a Special Move.

D-Spirit Abilities

Abilities are card effects that can be activated when its conditions are met. The text beside each ability shows when it can be activated.

Activated on command- This ability is activated by the Player.

Activated when triggered- This ability is activated once it’s conditions are met.

Activated when summoned- this ability comes into effect once the card has been summoned to the field.

*All D-Spirits effects from previous sets are now treated as abilities. ( Soul Searchers, Soul Searchers 2.0, Control Tha Soul, Soul Snatchers )

  • The Support Deck

The Support deck consists of 10-20 cards. Unlike the Squad deck which features only D-Spirits, the cards in this deck contain power effects and abilities to aid you during battle. Below are examples of the type of cards you would place in a Support deck. Each of these cards features a limit which lets you know how many copies can be stored in your deck at once. (Support cards are any cards that are not considered D-Spirits).

Signal and Signs Cards

Assist cards; whether it be lowering stats, negating attacks or effects; these cards truly feature stellar game changing abilities!

Realm Cards

These are cards when placed on the Battlefield, change the scope of the environment. Realm cards add additional effects that usually power up certain D-Spirit types, while also increasing/decreasing the stats of certain D-spirits as well. To play a Realm card you must bid your Spirit Points starting at whatever number is designated on the card. Your opponent has the chance to negate the activation of a Realm card if they agree to bid Spirit Points higher than you would. When another Realm is activated, it destroys the one currently in play.

Special Move Cards

Support cards that allow certain D-Spirits to perform a super powerful attacks! Special Move cards can be placed in your Support deck and/or Side deck, and cost Spirit Points in able to be played. Their conditions to be played are met depending on what D-Spirits are currently under your control.

  • The Side Deck

This deck contains up to 20 cards and can be used between battles to swap cards between the Squad deck and theSupport deck. Any kind of card is allowed in this deck, however, cards must still adhere to their deck limits. Limitless D-Spirits can be included any number of times.

D-Evolution

D-Evolution is the process of powering up your D-Spirits. Allowing them to reach new forms where they can unleash new powers and abilities. Achieving this new form is usually done by meeting evolutionary requirements during battle.

  • D-Evolution cards are placed in your side deck and count towards the side deck limit of 20 cards.

  • Once the evolutionary conditions on the D-Evolution card is met, the D-Evolved card can be drawn and played; it is placed on top of its previous stage card. This process does not count as a Super D-Summon or Regular D-Summon.

  • Once a D-Evolution card has been destroyed, it along with its previous forms that are stacked under it go to the D-World. A D-Evolution cannot be Super D-Summoned back to the field unless a card effect specifically states that it can, again this is because their summonings do not count as a Super D-Summon or Regular D-Summon.

  • When destroyed, you only pay the SP of the top stacked D-Evolution card.

  • If a D-Spirit you control meets evolutionary conditions, while its D-Evolved form is in your D-World, said D-Evolution can be placed back on top of your D-Spirit.

  • If a D-Evolution you control is removed from play, it along with its previous forms that are stacked under it are removed from play also.

Let’s Head to the D-Battlefield!!!!

The D-Battlefield consist of serval zones. These zones are where you place your different types of cards at.

  • The D-Squad deck zone (at-least 15-20 cards max. Each D-spirit must have a unique name or feature a limit).

  • The Support deck zone (at least 10-20 cards max. Each card has a special limit).

  • The Side deck zone (1-20 cards max. D-Evolutions, Support cards, and D-Spirits go here. Multiple copies of limitless are D-Spirits allowed).

  • The D-world zone (your used/destroyed cards go here).

  • The Realm card zone (Realm cards played from either you or your opponent are placed here).

  • The Battle scene (up to 4 D-spirits can be on your field at one time).

  • The Support Zone (Support cards get played here).

Let’s play a game!!!

Each player starts the game with an agreed amount of “Spirit Points”, or “SP” for short. Official matches are usually played with 5000 SP, but may vary. When playing with a friend, you can choose as many SP as desired. A player’s SP determines who is winning or losing the game. The first player whose SP drops to 0 loses the game.

Determine who goes first by playing a game of “rock, paper, scissors”.

During the start of the game, each player draws 7 cards. These cards can be any combination from the D-Squad deck, or the Support deck. During every turn afterwards each player is allowed to draw 1 card from either deck.

After each player’s first turn, an additional second card can be drawn during the same turn, but the player must sacrifice 500 SP (this is known as “Game breaker”, see below).

Summon your D-spirit!

After the draw step, you are now allowed to summon a D-spirit. There are two types of D-spirit summonings.

  • A Regular Summon

    After the draw step you can summon a D-spirit from your hand to the battlefield. You are only allowed to regular summon a D-spirit once per turn.

  • A Super D-Summon

    Super D-Summons are triggered by card effects. D-spirits summoned this way can be summoned at anytime. You can Super D-summon a D-spirit this way more than once per turn.

    *During the start of the battle step only D-Spirits on the field can attack. D-Spirits that are Super D-Summoned after the battle step is started cannot attack unless stated on their ability.

Commence Battle!

D-spirits can only attack and/or destroy another D-spirit in one of two ways.

  • One being that the D-spirit which is attacking has power points higher than the power points of its target. ( If both D-spirits have equal amounts of power points, both D-spirits are destroyed unless the target has enough Endurance points to endure the attack; in which case the attack is then negated ).

  • Second, if the D-spirit attacking has higher power points than the target that’s enduring, the target is destroyed.

    *During the start of the battle step only D-Spirits on the field can attack.

    Endure the attack!

  • When a D-spirit you control is the target of an attack and would be destroyed in battle, by changing its battle stance you have the option to now allow your D-spirit to endure the attack. To do this, your D-spirit’s endurance stats must be higher than the power points of the attacking D-spirit. Enduring negates an attack during the battle, but on your next turn the D-spirit that endured cannot be “Soul-exchanged”, attack, or change it’s battle position.

    Spirit Points are depleting!

    There are multiple ways to deplete SP in the D-spirits card game. Some card effects require SP costs in order to be played. While other cards such as “Pixie” type D-spirits allow you to regain SP. During the game it is very important to be knowledgable of SP management.

  • The fastest way to get your opponent to lose SP is to attack them directly. This can only be done if your opponent controls no D-spirits on their field.

  • When a player’s D-spirit is destroyed in battle, the player loses SP equal to the SP of said D-spirit.

  • When a D-spirit targets another D-spirit with higher attack than it, the attacking D-spirit is destroyed in battle.

Battle Stances

When a D-spirit is on the field and in battle there are two positions it can assume.

Launching a D-Spirit

Launching a D-Spirit takes place with a card effect. By using one of the cards various points (Attack, Endurance, or SP) which will be specified in the card’s effect, you can deal damage to an opponent. The card will specify if the launch can target your opponent’s SP, or a card on the field. Since this is triggered by an ability, unless specified, Launching does not count as an attack and is it treated as a card’s effect. After a Launch, the card is sent to the D-World. If a Launch is negated or unsuccessful the card is sent to the D-World.


Card Statuses

Once inflicted, a status will remain on a D-Spirit even if it is returned back to the hand. Here are a few statuses, with more possibly being added in the future.

  • Frozen

A frozen D-Spirit is usually unable to attack, stance change, or be soul exchanged.

  • Poisoned

This status usually inflicts damage each turn depending on the D-Spirit inflicted.


D-Spirits in the Support zone

D-Spirits in the Support Zone cannot be targeted in battle unless by a cards effect. D-Spirits in the support zone can not attack unless by a card’s effect. D-Spirits placed here cannot be soul exchanged.

Rockwraggle can use its Special Move to launch D-Spirits at your opponent’s SP.

Illguana inflicts a poison status that damages the player each turn.

D-Spirits like Lampire can move freely from the Support Zone to the Battlefield.

Let’s take a step!

Here’s a closer look at how matches are conducted. Every turn follows a series of steps that players must follow as they flow through their turn.

*During the start of the battle step only D-Spirits on the field can attack.

Card Chaining

Card chaining is the process of a card being played with another card effect responding to said card.

Game Breakers!

Game breakers are decisions the player can make to disturb the natural flow of the match. These plays break the normal rules that are set in place in order to change the tides of battle. More game breakers will be introduced in the future, but for now, players have a few options to choose from. Have fun enjoying these game breakers, and throw your opponent off their game!

  • Extra Draw

    After drawing one card during the draw step, one additional card from the D-squad or Support deck can be drawn, but the player must pay 500 SP.

  • Squad Recharge

    During the draw step, if a player can no longer draw any more D-spirits (meaning that they no longer have any D-spirits in their D-Squad deck zone); by paying half of their SP, the player can take the D-spirits from their D-world and return them to their D-squad deck zone. This does not include D-spirits that are banished from the game. The deck must also be shuffled.

  • Soul Exchange

    D-spirits that have been Super D-summoned, or that have been on the field for at least 1 turn can be returned to the hand and replaced by another D-spirit from your hand. A Soul-exchange can only take place once per turn, before the “Battle step”.

  • NEW Soul Shift *This game breaker is no longer playable and is being removed*

    Once per turn, before your “Battle step” you can pay 800 SP for a D-Spirit to go to your Support zone. Their abilities and special moves become inactive.

  • *NEW Limbo

    During your battle step, you can pay 1200 SP for a D-Spirit in your support zone to attack. Normal battle calculations and card effects apply. (The attacking D-Spirit is treated as if it is on the Battle Scene but it does not account to the Spirit Space total).

  • *NEW Field Rush

    During your “Draw Step”, instead of drawing from your decks, you maybe bid SP with your opponent to draw a realm card of your choice from your Support deck or Side deck. You must start the bid at 500 SP. You are no longer able to perform a Game Breaker “Extra Draw” during this turn.

  • *NEW D-Spirit Super Charge

    By paying 500 SP, you can skip your current Battle phase to Super Charge a D-Spirit on your Battle Scene. On the beginning of your next turn, said D-Spirit’s Attack Power is doubled. This is the only D-Spirit that can attack from your field on this turn. After the turn, its stats are returned to normal. If the D-Spirit leaves the field it is no longer Super Charged and you can attack normally.


This concludes the ruleset for the D-spirits Official Trading Card Game! New rules may be added as we continue to make this the best game possible for all players. Be sure to check back every now and then for updates, and if you haven’t already, be sure to watch our D-spirts Battle tutorial for a better grasp on how to play. We’ll be seeing soon D-tectives! On the D-Battlefield!