The builder, end to end
Everything you can do in the combo builder — one chapter at a time. Prefer to learn by doing? Open the same guide inside the builder from the ⋯ menu and it walks the real controls.
The basics
How a combo is put together — events, turns, and the goal.
Pick the game first
A new combo opens by asking which game it is for — Digimon Card Game or NARUTO CARD GAME. The choice is not cosmetic: it decides the actions you can pick, the zones a card can move between, the card pool every picker searches, and the values the HUD starts tracking (Memory and security for Digimon, Chakra for Naruto). Pick it once, at the start; everything after speaks that game's language.
What a combo is
A combo is a sequence of events grouped into turns. Each event is one beat of the play — a card, an action, a move, or what your opponent does.
Name your combo
Give it a clear title and tags — it's the first thing people see in the feed and in search.
Add your first event
Tap + Add event to drop a beat into the current turn — you'll choose what kind it is next.
Six kinds of event
Every event is one of six kinds — pick the one that fits the beat. You're never locked in; each event can carry a card, a state effect, and triggers.
- Card effect — resolve a card and the effects that fire
- Action — a play like draw, attack, or a resource change
- Move — send a card from one zone to another
- Continuous — an ongoing effect that stays on
- Opponent — what the other player does in response
- Note — a free-text beat for anything else
You start here
Card zero: the position turn 1 starts from, declared instead of guessed.
Card zero, before turn 1
Every combo opens on card 0, the starting position. It's a card in the deck like any turn, it just sits before turn 1 — swipe forward and turn 1 is underneath. Readers get it as the first thing they see, so they know what the line assumes before the first beat lands.
The cards the line needs
Pick the pieces the combo can't work without. They show as real art the reader can tap, which beats meeting three unfamiliar cards one surprise at a time.
Where each piece starts
Tap a card and say which zone it is in when turn 1 begins, and how many copies you need there. Two Tamers already in the Battle Area is a different combo from two Tamers in hand, and until you say so the reader is guessing. The pieces you place on the table are also the ones Learn puts on its board from the very first beat.
What is already under it Digimon
A combo that starts on turn 3 usually starts on top of a stack. On a piece you put on the table, add the digivolution cards it is standing on, bottom first: readers see a +N on the art and can open the card to read each inherited effect, which is normally the reason it is down there rather than in the trash.
Opening values
The same meters you see in the HUD above, at the value they hold before anything happens. Set your resource to what you actually start with and the reader can follow every change from a real number instead of from zero. Rename them, add your own, drop the ones this line never touches.
Goal and notes
One sentence on what the line is trying to do, and a short note for anything else that has to be true at the start: their board, your trash, how much security is left. Write the context here, once, rather than a caption per card.
Optional, and it shows
None of it is required. Leave card 0 empty and readers never see it, the combo starts at turn 1 as before. Fill it in and it becomes the first thing they read. If you used Quick Import, the cards you staged are already there for you to trim.
Quick import
DigimonPaste or type a combo in plain words and lay out the beats in seconds.
Paste a whole combo
In a hurry? Tap Import (or 'Quick import' on an empty turn) and write your combo in plain shorthand — the way you'd type it to a friend. The builder reads it, lays out the beats, and even spots the cards you name so you can stage them in a tap. It understands English or Italian, and card names stay as printed.
then attack twice for the win
One line, one beat
Write one action per line and each line becomes its own beat — exactly like the example in the box. Prefer a flowing sentence? That reads too: it splits on punctuation and joining words ('then', a full stop, a comma, 'and …'), so either way lands the same beats.
Or just speak it
Prefer not to type? Tap Speak the combo and say it out loud, in English or Italian. The words appear in the box and parse like anything else. Stage your cards first for the best results — it helps get the card names right. Anything the parser is unsure of is flagged for a quick fix, never guessed wrong. Works best on Chrome and Android; on some phones the microphone is less reliable.
Whole combo, or turn by turn
Two ways in: paste the whole combo at once, or go turn by turn — describe one turn, add it, then the next. Use whichever matches how you think.
- Whole combo — one paste, then split it into turns
- Turn by turn — guided, one turn at a time, straight into the current turn
Split it into turns
In whole-combo mode the preview shows every beat. Tap + Split between two beats to break the combo into turns, and ✕ on a 'Turn N' divider to merge it back. Writing 'turn 2' / 'turno 2' (or 'next turn') in your text pre-splits it for you.
It finds your cards for you
As you write, the builder spots the cards you name and lists them under 'From your combo' — tap 'Add all', or a single card, to stage them in one go. No searching. Staged cards match first, so shorthand and nicknames resolve to the right print. You can still browse the full catalog below, and tap a staged card to view it big.
- Detects the cards from your text — even nicknames like "Ulforce" or "Kyoko"
- Staged cards turn ambiguous shorthand into confident matches
It reads the details, not just the cards
Beyond the cards, the import picks up the specifics you write — so beats arrive already filled in: what you evolve from, how a resource changes, a card cost, where a card moves, and any condition on the play.
- What you evolve from — "digivolve Veemon into Magnamon" keeps the source
- Resource amounts — "with 2 memory", "gain 1", "for 3", "for free", "cost reduced by 1"
- Conditions — "only if …" / "otherwise …" become an inline gate on the beat (see Branches)
- English or Italian, and nicknames like "tk", "wg", "omni" resolve to the right card
Review, then refine
The preview is the real thing forming — the exact beats you'll get. Confident beats look done; the few that need a glance wear a gold dot and a 'to check' count. Two same-named prints? Tap the card in the preview to pick the right one before it lands. Nothing is ever guessed silently: add the beats, then refine anything flagged. Everything lands fully editable.
Cards & effects
Attach real cards and pick exactly the effects that fire.
Search the card pool
When you add a card event, search the game's card pool and pick the card you're playing — its printed effects come in automatically.
Choose which effects fire
A card can do several things — pick just the effect chips that actually trigger in your line, keep the card as-is, or write your own text.
- Effect chips are split by slot so you can pick the exact one
- Prefer a card-only beat? Skip the chips
- No card in mind? Write a free-text beat instead
Pick the art
Cards often have several artworks — choose the variant to show. The first cards you use also become the combo's cover.
Edit, trim or peek a beat
Tap ✎ on a beat to reopen the picker and change the card or its effects. Too many effect blocks came in? Drop just one with the ✕ in its corner — the rest of the beat stays. Press and hold any card thumbnail to peek at it full-size.
Recently used
Cards you've already used in this combo sit at the top of every picker, so reusing them is one tap.
Actions, moves & the opponent
Non-card beats: plays, card moves, and the opponent’s response.
Actions from presets
Pick an action from the presets — draw, attack, move a card, change a resource — or write your own. Some actions then ask which card and which zones.
- Presets cover the common plays so you don't retype them
- The list is the one your game uses — hatch, digivolve, DigiXros in Digimon; summon, rest, charge Chakra in Naruto
- Zone follow-ups let you say exactly where a card goes
Rest, summon, chakra Naruto
The NARUTO CARD GAME presets follow its own turn: Rest the Summon Card to open, Charge Chakra to pay for things, Summon a Character in your Leader's color, Play a Support, then attack the Leader or a Character. Pick them from the same Action sheet — the list is the game's, not Digimon's.
Digivolve, and DNA digivolve Digimon
The Digivolve action asks for the whole relationship in one place: the new form, and the body it digivolves over. Say the base and the beat shows the line as it really is — the source is buried under the new Digimon, carrying whatever was already beneath it, and the board draws one body instead of two. If the line is a DNA (Jogress) digivolve, a second base appears once you've picked the first: two Digimon become one, and both piles merge under the new card.
DigiXros Digimon
DigiXros has its own action. Pick the Digimon you play, then add its materials one at a time — each one stacks under the played card in the order you add them, and each cuts the play cost by the printed amount. Careful with a material taken from the battle area: the card goes under, but its own digivolution cards do not follow it (unlike a DNA base, whose whole pile merges).
Change an action you already added
Got the base or a material wrong? Tap ✎ on the beat and the same sheet reopens with everything you picked — swap a card, clear a base, remove a material, save. You never have to delete the beat and build it again.
Link a card onto a Digimon Digimon
The LINK mechanic has its own action: pick the card being linked and the Digimon it attaches to. It does not go under the body like a digivolution card, it sits beside it and keeps working, and the board shows it as part of that Digimon rather than as a second one.
Move a card
A move event sends a card from one zone to another — pick the card (optional) and the From / To zones, and the beat writes itself. The zones are not just words in the sentence: Learn uses them to follow the card, so a piece that goes to the trash shows up under Trash on the board instead of just fading out.
The opponent's turn
Model what the other player does — blocks, passes, counters, plays a card — so readers see the interaction, not just your side.
State & the live HUD
Track the values that matter and show them changing.
Track the values that matter
Track any game-state value — a resource counter, life or security, your goal — as a number or text. Digimon starts you with Memory and Security as examples.
Make an event change the state
Give a beat a state effect: nudge a number up or down, or set a text value. The viewer animates the change so readers feel the tempo.
Let the card cost do the math
On a beat that plays or attacks for a cost, open its State effect — the cog on the beat. If there's a cost to spend, a green one-tap suggestion applies it to your resource for you. No mental math.
- Shows on a play / place beat with a costed card, a digivolve, or an attack / security check
- Needs a matching resource variable (e.g. Memory or Security)
- It only suggests — tap Apply to use it, or set the delta yourself
Triggers & chains
Cascades — mark what triggers what.
Triggered effects
Real combos cascade: one effect sets off the next. Tap ↳ Triggers on a beat to nest it under the beat that caused it.
Jump to the source
A nested beat shows a 'triggered by' badge — tap it to jump straight to the beat that set it off.
Turns & loops
Group the plan into turns and move between them.
Add a turn
Group your beats into turns with + Turn — each turn becomes its own step in the story.
Split a turn in two
Realise one turn should be two? Between any two beats, tap 'New turn from here' — everything below moves into a fresh turn, in order, triggers and all. (In Quick import you do the same with + Split on the preview.)
Move between turns
Swipe (or use ← → / the trackpad) to move between turns — or hold the turn pill and slide to scrub through them fast.
Rename, repeat, reorder
Open the turns menu to rename a turn, repeat it ×N for loops, jump to any turn, or delete one.
Branches & "what if"
Fork a line for the decision points.
Split a line
Real combos have decisions. Split a line into alternates — 'if the opponent has a blocker…' — and readers choose the path.
The split card
On the split card you name each line's condition, give it a colour, jump in to build it, add more lines, or delete a line — or the whole split.
- Each alternate line gets its own warm colour
- 'Build ▸' enters a line to edit it
- Delete one line, or un-split to keep just the main line
Gate one beat with a condition
Not every 'if' needs a whole branch. To make a single beat conditional — 'only if the opponent has no blocker' — tap ◇ Condition on it: the beat wears an 'only if …' tag, and an 'otherwise …' beat covers the fallback. It's a lightweight gate, not a fork — the line stays one path. Quick import writes these for you whenever you type 'if …' / 'se …' (or 'otherwise …' / 'altrimenti …').
Refine
Reorder, undo, and the keyboard shortcuts.
Reorder & delete
Drag a beat by its grip to reorder it; the trash on its controls deletes the whole beat — its triggered beats go with it. Don’t confuse it with the small ✕ on an effect block, which drops just that one effect and leaves the beat standing.
Undo anything
Every change is undoable — step back and forward with the ↶ ↷ buttons (or ⌘Z / ⌘⇧Z, Ctrl on Windows).
Keyboard shortcuts
On desktop the whole builder is keyboard-driven — the essentials are one keystroke away (⌘ on Mac, Ctrl on Windows / Linux).
- E — add event
- T — add turn
- S — split line
- ← / → — previous / next turn
- ⌘Z / Ctrl+Z — undo · ⌘⇧Z / Ctrl+Shift+Z — redo
- ⌘S / Ctrl+S — publish
Preview & publish
See how it reads, then share it.
Preview as a reader
Tap Preview any time to see your combo exactly as readers will — swipe through the beats, branches and all. Card 0 is the first thing they meet: your zones become counters they can tap to see just what starts in hand, or just what is already down.
Readers get a table
Everything you declare becomes a table the reader can open — the Table button in the viewer, or the dock under every Learn beat. It draws your side as real areas: the memory gauge with the marker sliding, the Battle Area with digivolution piles and links visible (a suspended card sits tilted), the hand and the piles below, and the keywords still running on their cards. Prev/Next live inside it, so a reader can step your line watching the board move. The same Table button sits in the builder toolbar, live on your draft — check it as you build. It shows only what your beats declare: the more honestly they name their zones and moves, the more the table tells the story on its own.
Publish & choose who sees it
Publish when it's ready and pick who can see it: public in the feed, unlisted (link-only), or private to you.
Cover, tags & description
Add tags and a description so it's found, and pick up to three cover cards (auto-chosen if you don't).
No account? Share a link
You don't need an account to share — publish a link-only combo instantly, or sign in to post it to the community and keep it in your drafts.
Ready to build?
Open the builder and put a combo together — the interactive guide is one tap away in the ⋯ menu.
Start building
