Please find
below the current Banned/Restricted/Errata list for both the Score and Panini
DBZ/GT Card games. This document has been produced and is intended to be used alongside THIS ruleset.
Date of publishing - 10/12/2015.
Score Entertainment Cards
This list is taken from the last produced Score DBZ CCG banned list published circa 2006.
Banned List
The following
cards are may not be included in any tournament legal decks:
Chiaotzu’s Psychic Halt
Cosmic Backlash
Dragon’s Glare
Dream Machine Battle
Feeding Frenzy
Supreme West Kai (Levels 1, 2, and 3)
The Talking Ends Here
This Too Shall Pass
Restricted List
The following
cards are classified as Restricted and have been given the text “Limit 1 per
deck” after their original printing. Cards that are printed as being Limit 1
per deck do not appear on this list.
Battle Pausing
Blue Terror
Cell’s Backslap
Energy Lob
Expectant Trunks
Frieza’s Force Bubble
Goku’s Lucky Break
Initiative
Injured Circuits
Krillin’s Search
Nappa’s Energy Aura
Nappa’s Physical Resistance
Namekian Energy Focus
Orange Reflex
Orange Uppercut
Pure Defense
Releasing the Sword
Risky Maneuver
Saiyan Headshot
Saiyan Power Block
Saiyan Truce Card
Straining Destruction Move
Super Saiyan Effect
Teaching the Unteachable Forces Observation
Trunks Effortless Drill
Trunks Thinking
Vegeta’s Physical Stance
Vegeta’s Plans
Vegeta's Quickness Drill
Vegeta’s Smirk
You’re Invited
Semi-Restricted List
The following
cards are classified as Semi-Restricted and have been given the text “Limit 2
per deck” after their original printing. Cards that are printed as being Limit
2 per deck do not appear on this list.
Caught Off Guard Drill
Goku’s Physical Attack
Panini Cards.
==None at time of last Panini CRD Document (published 3/11/2015)==
Errata
Score Entertainment Cards
Ally’s Sacrifice (Saiyan Saga - #156) - Treat this card as if it read, “Stops all of
your opponent’s physical and energy attacks for the remainder of Combat. Remove
one of your Allies in play from the game to use this card”.
Ally Wins! (Saiyan
Saga - #229) - Treat this card as if it read, “Your opponent discards one life
card for every Ally you have in play. Remove from the game after use.”
Android 13 Lv.2 (Movie
7 - #M2) – Android 13’s ability to remove your Android Allies from the game to
advance a personality level must be done during one of your “Attacker Attacks”
phases.
Android 14 Lv.1 (Movie
7 - #M7) – Android 14 can take control of Combat with his Constant Combat Power
and perform other attacks/do other things than just discarding a card from his
hand to perform a physical attack doing +2 life cards of damage.
Android 14’s
ability to discard a card to do a physical attack doing +2 life cards of damage
can be used multiple times each turn.
Android 18 Lv.1 (Cell
Saga - #182) – Treat her power as if it read, “When entering Combat as the
attacker, look at the top 6 cards from your Life Deck and place them back on
top in any order, then draw a card.”
Android 18 Lv.1 HT (Cell
Saga - #R7) - This power only lasts for the remainder of Combat.
Android 18’s Stare Down (Android Saga - #90) - This card can affect Dragon Balls.
Android 20 Lv.1 (Android
Saga - #118) - Treat his power as if it read, “Lower Android 20 5 power stages
to search your Life Deck or discard pile for any 1 personality with “Android”
in the card title. Place the chosen personality card in play at 5 power stages
above 0.”
Android Tag Team (Movie
7 - #M29) – You can only get a personality with “Android” in the title from
your removed from the game pile with this card and not your opponent’s removed
from the game pile.
Anger Management (Capsule
Corp Power Pack - #CCPP3) – Treat this card as if it read, “Tuff Enuff only.
Whenever you gain anger this Combat, all of your attacks do +1 life cards of
damage for each anger level gained to a maximum of 5 for the remainder of
Combat. The next attack you perform this Combat gains “Draw a card.” Remove
from the game after use.” When you play Anger Management, any anger levels you gained before Anger Management was played do not
count towards Anger Management.
The addition of
the “Draw a card” text only applies to the first time you use the attack. If a
card or a power can be used multiple times in a Combat and receives the “Draw a
card” text, you only get to draw a card the first time you use the attack.
Arqua’s Arena (World
Games Saga - #91) – If you place an ally into play while this Battleground is
in play, the ally that you are placing into play cannot gain the power stages
granted by Arqua’s Arena.
Aura Clash (Cell
Games Saga - #108) – Treat this card as if it read, “You cannot win by the Most
Powerful Personality Victory for the remainder of the game. Raise your anger 6
levels. Raise your opponent’s anger 6 levels.”
Baba’s Energy Blast (Saiyan
Saga - #225) - Treat this card as if it read, “Use when needed. Your opponent
discards 3 cards from his Life Deck. Remove from the game after use.”
Battle Pausing (Saiyan
Saga - #204) - Treat this card as if it read, "Draw the top 2 cards from
your discard pile. Your opponent’s Main Personality gains 5 power stages.
Remove from game after use."
Black Bear Hug Drill (Saiyan
Saga - #131) - Treat this card as if it read, “All of your physical attacks do
+2 power stages of damage.”
Black Defender Drill (Saiyan
Saga - #152) - Treat this card as if it read, “All energy attacks performed
against you, do 1 less life card of damage, to a minimum of 0.”
Black Disarray Drill (Kid
Buu Saga - #96) - Treat this card as if it read, “Sensei Deck only. When your
opponent would discard any number of card(s) from his hand because of your card
effects, the cards are discarded at random instead.”
Black Energy Deflection Drill (Trunks Saga - #74) - Treat this card as if it read, “You may play an
energy attack from your hand and pay its costs in order to stop an energy
attack, and then your opponent discards 1 life card.” All secondary effects
printed on that energy attack are resolved, “If successful” effects are not
resolved and the defender takes no life cards or power stages of damage from
the attack.
Black Energy Stamina Drill (Frieza Saga - #72) - Treat this card as if it read, “All of your energy
attacks cost 1 power stage for you to perform (after all modifiers from other
cards/effects).”
Black Fore Fist Punch (Saiyan
Saga - #65) - Treat this card as if it read, “Energy attack doing 6 life cards
of damage. If successful, your opponent loses 3 power stages, to a minimum of
0.”
Black Free-Style Drill (Saiyan
Saga - #136) - Treat this card as if it read, “After receiving damage from an
energy attack, you may draw the bottom card of your discard pile. Cannot be
used with any other Black Drills in play.” This is not a “Freestyle” Drill.
Black Groveling Drill
(Kid Buu Saga - #5) – You may not include copies of this card in your deck if
you declared a Freestyle Tokui-Waza.
Black Personal Smack (Babidi
Saga - #4) – This card gains, “Remove from the game after use.”
Black Physical Drill (Saiyan
Saga - #143) - Treat this card as if it read, “All physical attacks performed
against you, do 1 less power stage of damage, to a minimum of 0. Cannot be used
with other Black Drills in play.”
Black Saving Drill (Cell
Games Saga - #38) – This card no longer has “Remove from the game after use.”
Black Striking Drill (Saiyan
Saga - #147) - Treat this card as if it read, “All of your physical attacks do
+2 power stages of damage.”
Black Takedown Drill (Saiyan
Saga - #127) - Treat this card as if it read, “Once per Combat, you may draw a
card after performing a successful attack.”
Black Water Confusion Drill (Trunks Saga - #30) - This Drill affects all players.
Blue Allies Drill (Frieza
Saga - #70) – Treat this card as if it read, “Once per turn, search your….”
Blue Backflip (Cell
Saga - #65) - This card’s title has been clarified to say “Blue Flip.”
Blue Battle Drill (Trunks
Saga - #P4) - This Drill affects Dragon Balls (i.e. you cannot place Earth Dragon Ball 7 into play
while this Drill is in play). This Drill affects all players.
Blue Biting Drill
(Kid Buu Saga - #11) – You may not include copies of this card in your deck if
you declared a Freestyle Tokui-Waza.
Blue Breakfall Drill (Saiyan
Saga - #145) - Treat this card as if it read, “All physical attacks performed
against you do 2 less power stages of damage, to a minimum of 0.”
Blue Cradle Drill (Saiyan
Saga - #138) - This works any time you must place a life card from your Life
Deck into the Discard Pile, and not just with life cards of damage.
Blue Deceiving Drill (Saiyan
Saga - #129) - Treat this card as if it read, “When entering Combat as the
defender, you may gain up to 3 power stages.”
Blue Enemies Drill (Saiyan
Saga - #141) - Treat this card as if it read, “Once per Combat, if your opponent
has an Ally in play, you may take 1 less life card of damage from any physical
attack.”
Blue Holding Drill (Android
Saga - #55) – Treat this card as if it read, “Your opponents may only place 1
Non-Combat card in play from their hand during their turn.” You can still put
Non-Combat cards into play with other card effects, and Non-Combat cards put
into play this way do not count towards your “1 Non-Combat a turn” from Blue Holding Drill.
Blue Lunge (Fusion
Saga - #97) - This card gains, “Remove from the game after use.”(1/15/04)
Blue Neck Restraint Drill (Saiyan Saga - #150) - Treat this card as if it read, “All of your
physical attacks do +3 power stages of damage. Cannot be used with any other
Blue Drills in play.”
Blue Off-Balancing Drill (Saiyan Saga - #125) - Treat this card as if it read, “All of your
physical attacks do +1 power stages of damage.”
Blue Reversal Drill (Saiyan
Saga - #133) - Using this Drill’s power takes the place of a player’s attack. A
player can only use the most recent physical attack performed against that
player this Combat (stopped or unstopped). Copy the entire physical attack, as
well as secondary effects and modifiers from the attack.
When a card
copies a card that your opponent has played (like Trunks Swiftly Moving and Blue Reversal Drill), the “copied” card that you use is an
extra card that is created for this effect, which gains all of the text from
the card that you are copying. This extra card then disappears when it is
finished instead of going to your discard pile or your removed
from the game
pile.
Blue Rush (Android
Saga - #57) - Treat this card as if it read, “Physical attack. If you declared
Tokui-Waza, this attack does 5 power stages of damage instead. If successful,
Combat ends after damage, if any, is dealt.”
Breakthrough Drill (Trunks
Saga - #42) - This Drill affects Dragon Balls (i.e. you cannot place Earth Dragon Ball 7 into play
while this Drill is in play). This Drill affects all players.
Bulma, the Wife Lv. 1 (Kid
Buu Saga - #45) - See Section 10: Power Level Errata.
Bulma Finds a Dragon Ball (Saiyan Saga - #222) - This card is not a Dragon Ball.
Bulma Finds a Drill (Saiyan
Saga - #223) - This card is not a Drill.
Captain Ginyu Reversal Drill (Frieza Saga - #74) - Treat this card as if it read, “Villains only. For
every 3 power stages of damage you receive, per attack, your opponent loses 1
power stage of damage. Limit 1 per deck.”
Caught Off Guard Drill (Cell
Games Saga - #111) – This card gains, “Limit 2 per deck.” You cannot name or
affect a Personality Card, Dragon Ball, Sensei, or Mastery. If you name Caught Off Guard Drill when you
play Caught Off Guard Drill,
no more Caught Off Guard Drills
may be played or used, and any cards that were being affected by other Caught Off Guard Drills in play
are no longer affected. If the Caught
Off Guard Drill that is affecting Caught Off Guard Drill leaves play, the other Caught Off Guard Drills return
back to normal.
Later that turn
your opponent makes you discard your Caught
Off Guard Drill. Blue
Round Throw is now again affected by your opponent’s Caught Off Guard Drill.
Cell Jr. 1 Lv.1 (Cell
Games Saga - #94) – This personality may search for Cell Jr. 1 or Cell Jr. 2.
Using this personality’s power can allow you to overlay an Ally to a higher
level than your Main Personality.
Cell Smiles (Android
Saga - #C1) - Treat this card as if it read, “Choose 1 card at random from your
opponent’s hand. Your opponent shuffles that card into his Life Deck.”
Cell’s Neck Grab (Lost
Villains - #LV6) – Treat this card as if it read, “Cell only. Physical attack
doing +3 power stages of damage. If successful, discard one of your opponent’s
Allies in play and your opponent’s Main Personality loses 1 power stage for
each power stage the Ally was at above 0.” If you do not discard one of your
opponent’s Allies in play with Cell’s
Neck Grab’s If
Successful effect, your opponent’s Main Personality loses no power stages from
the If Successful effect.
Cell’s Style (Cell
Saga - #Preview 6) – This card only modifies attacks performed by Cell. This
card does not modify attacks performed by the Cell Jr(s) personality card.
Chiaotzu Lv.2 (Saiyan
Saga - #105) - If Chiaotzu is your Main Personality, and you use his power,
Chiaotzu is removed from the game as the cost of the attack, no damage is
dealt, and you lose. If Chiaotzu is your Ally, and you use this power, the
damage from the attack is dealt, even though Chiaotzu is removed from the game
as part of the cost.
Chiaotzu’s Drill (Saiyan
Saga - #230) - This card is a Non-Combat card, not a Physical Combat card.
Treat this card as if it read, “All physical attacks performed against you, do
1 less power stage of damage, to a minimum of 0.”
Chiaotzu’s Physical Defense (Saiyan Saga - #250) - Treat this card as if it read, “Stops all heroes
from losing 1 life card of damage from every attack for the remainder of
Combat. Remove from the game after use.”
Chi-Chi Lv.1 (Saiyan
Saga - #86) - Chi-Chi’s power can be used once per turn to stop a physical
attack performed against Gohan or Goku. Your Main Personality doesn’t have to
be at 0 or 1 stage above 0 in order for Chi-Chi to use this power.
Chi-Chi, the Grandmother Lv.1 (Kid Buu Saga - #47) - See Section 10: Power Level Errata
Concentration Drill (Trunks
Saga - #P3) – This card only changes how a card is placed back into your Life
Deck, and does not come into effect with Lord Slug Lv.3’s (#CP6 from the Capsule Corp Power Pack). This
card allows you to shuffle cards back into your Life Deck instead of placing
them somewhere in your Life Deck. This effect does not allow Lord Slug’s Lv.3 Constant Combat
Power to shuffle even more cards back into your Life deck.
Confrontation (Trunks
Saga - #P2) - This card can affect Dragon Balls.
Cutting the Tail (Saiyan
Saga - #200) - Treat this card as if it read, “Set your opponent’s anger at 0.
Remove from the game after use.”
Deceptive Moves (Majin
Buu Saga - #P4) - You cannot have this card in your Life Deck or Sensei Deck if
you are declaring a Red Tokui-Waza.
Dende, the Unlikely Hero Lv.1 (Frieza Saga - #48) - Dende must “take control” of Combat, and use his
power “in place of an attack.” Then, at the end of Combat, take an Ally from
your discard pile and put it into play at 4 power stages above 0. The Ally you
bring into play with Dende must be legal. If you bring into play with this
power, for instance, Yamcha Lv.2, and you place it on top of Yamcha’s Lv.1,
Yamcha does not power up to full, but is placed at 4 power stages above 0.
Don’t You Just Hate That (Trunks Saga - #125) - Treat this card as if it read, “Remove up to two
of your opponent’s Non-Combat cards in play from the game. Remove from the game
after use. Limit 1 per deck.”
Double Whammy Treat
this card as if it read (If this card discarded from your life deck at the end
of the turn you may search your life deck for a level 1 ally and place him into
play.)
Dr. Willow (Cosmic
Anthology - #CA4, #CA5, #CA6) – Dr. Willow cannot win by the Most Powerful
Personality Victory.
Dragon’s Victory (Cell
Games Saga - #123) – You must have 4 anger to be able to play this card. If
your opponent uses Where There’s
Life, There’s Hope (Trunks Saga #157), you recheck to see if your
opponent has 4 anger when its effects end.
Dream Fighting (Saiyan
Saga - #199) - Treat this card as if it read, “End Combat. Place the bottom
card of your discard pile at the bottom of your Life Deck. Remove from the game
after use.”
Earth Dragon Ball 4 (Saiyan
Saga - #76) - When this card is placed in play, increase your Main
Personality’s anger 2 levels. The card’s power to skip the next Combat a player
is forced into “remains active” until that player’s opponent declares Combat.
When Combat is declared this effect skips Combat immediately (do not use “when
entering Combat effects,” do not draw cards, do not take damage). The player
who controls Earth Dragon Ball 4 controls
the ability to skip Combat, so if EDB
4 is captured back and forth between 2 players, the ability to stop
Combat does not stack.
Earth Dragon Ball 5 (Saiyan
Saga - #77) - Treat this card as if it read, “Raise any one of your
personalities to his highest power stage. Raise your anger 2 levels. Draw 2
cards. Place the top 2 cards of your discard pile at the bottom of your Life
Deck.”
Earth Dragon Ball 6 (Saiyan
Saga - #186) - When this card is placed in play, all of the controlling
player’s opponents’ anger is lowered 2 levels. The power to end Combat “remains
active” until the controlling player decides to end Combat. At that time, the
player who controls the Dragon Ball raises his Main Personality to its highest
power stage. The player
who controls Earth Dragon Ball 6 controls the
ability to end Combat, so if EDB 6 is
captured back and forth between 2 players, the ability to end Combat does not
stack.
Earth Dragon Ball 7 (Saiyan
Saga - #187) - When this card is placed in play, all of the controlling
player’s opponents’ anger is lowered 2 levels. The controlling player may place
this card in play from his hand during Combat, in place of an attack, to end
Combat. If this card is placed in play during the controlling player’s
Non-Combat step, that player does not get to end Combat.
Earth Dragon Ball Combat (Saiyan Saga - #189) – Treat this card as if it read, “Energy attack. If
successful, capture a Dragon Ball.”
Empowerment! (Frieza
Saga - #13) - Treat this card as if it read, “Heroes only. Raise your anger 1
level. If your Main Personality is Piccolo or Nail, raise your anger 2 levels
instead. Remove from the game after use.”
Energy Empowerment Drill (Babidi Saga - #51) – This card does get around defensive powers that
reduce the damage dealt by the attack like the Saiyan Energy Defection powers
from Saiyan Saga. This card does NOT get around damage caps (cards that state
that you take a maximum of _____ damage from the attack).
Excitement (Irwin Toy
- #IR9) - Treat this card as if it read, “Show your opponent your hand. Draw a
card for each Non-Combat card in your hand.” This card is used during Combat in
place of an attack.
Eyes of the Dragon (Saiyan
Saga - #157) - Treat this card as if it read, “Use when needed. After you
perform a successful energy attack, search your Life Deck for a Dragon Ball
then place it in play and capture a Dragon Ball from your opponent. Limit 1 per
deck.”
Fall 7 Times, Get Up 8 Times (Saiyan Saga - #30) - Treat this card as if it read, “Defense Shield:
Stops the first unstopped physical attack performed against you this Combat.
Remove from the game after use.”
Focusing is Everything (Frieza
Saga - #122) - Treat this card as if it read, “Heroes only. Remove an
opponent’s Non-Combat/non-Dragon Ball card in play from the game. Remove from
the game after use.
Fond Memories (Kid
Buu Saga - #100) - You cannot get a Fusion personality card with Fond Memories. You also cannot get
any personality cards used for Fusions with Fond Memories.
Foreboding Evidence (Android
Saga - #P2) – This card gains “Remove from the game after use.”
Fortify Your Spirit (Saiyan
Saga - #31) - Treat this card as if it read, “Defense Shield: Stops the first
unstopped energy attack performed against you this Combat. Remove from the game
after use.”
Frieza is Ready (Trunks
Saga - #59) - Treat this card as if it read, “Villains only. Use immediately
after you take damage from one of your opponent’s attacks. When your Main
Personality takes life cards of damage, your opponent discards twice as many
life cards. Limit 1 per deck.” This card is not affected by Endurance and does
not allow you to Overkill
your opponent
because this card is not dealing damage.
Frieza Smiles (Frieza
Saga - #49) - Treat this card as if it read, “Play this card as your first card
from your hand during Combat. Stops a physical or energy attack. For the
remainder of Combat, stops all attacks of the same type this card stopped.”
Frieza’s Force Bubble (Frieza
Saga - #P5) - Treat this card as if it read, “Stops an energy attack. Stop all
energy attacks for the remainder of Combat.”
Frieza’s Irritation Grows (Trunks Saga - #57) – This card is supposed to read “…level for every
"Frieza's Irritation Grows"
in your..”
Future Gohan Lv.2 (Capsule
Corp Power Pack - #CP11) – If you reveal a Saiyan Style card with your Mastery,
you get to draw the additional card along with what the Mastery was originally
going to do.
Garlic Jr. Lv.1 (Trunks
Saga - #176) - Treat this Constant Combat Power as if it read, “All damage from
energy attacks performed against Garlic Jr. is reduced by 2 life cards.”
Garlic Jr. Lv.2 (Trunks
Saga - #177) - Treat this Constant Combat Power as if it read, “All damage from
energy attacks performed against Garlic Jr. is reduced by 3 life cards.”
Garlic Jr. Lv.3 (Trunks
Saga - #178) - Treat this Constant Combat Power as if it read, “All damage from
energy attacks performed against Garlic Jr. is reduced to 1 life card.”
Garlic Jr.’s Black Water Mist (Trunks Saga - #33) - Ignore the last sentence of this card. This card
is not a Black Style card, because “Black” is not the first word in the title
of the card.
Gathering of Warriors (Cell
Games Saga - #Preview 4) – This card cannot be used during the Combat Step.
Gohan Lv.1 (Saiyan
Saga - #164) - If a successful energy attack is performed against Gohan, he may
raise his anger 1 level.
Gohan Lv.1 (Majin Buu
Saga - #161) – Treat this Constant Combat Power as if it read, “You do not
discard cards from your hand from your opponent’s card effects. Once per turn,
you do not have to discard cards from your hand for a card effect and you would
get to use that card effect without having to discard the card.”
When you use a
card effect that allows you to discard any amount of cards from your hand for
the effect and you use Gohan’s Constant Combat Power with it, the amount of
cards considered discarded (but not actually discarded from your hand) cannot
be more than the amount of cards in your hand.
When you use a
card effect that requires something specific about the card being discarded,
like it has to be a specific style, a specific card, a specific card type, etc.
etc., you must reveal a card in your hand to your opponent that fits that
criteria to use Gohan’s Constant Combat Power with it.
Gohan Lv.2 (Saiyan
Saga - #165) - His power is considered a physical attack.
Gohan, the Champion Lv.1 (Cell Saga - #164) - This power is used during an “Attacker Attacks”
phase of a Combat that his opponent declared against him.
Gohan, the Protector Lv.2 (World Games Saga - #167) - Treat this card as if it read, “Constant
Combat Power: Your Allies in play cannot be removed from the game. If Videl is
in play as your Ally, your Allies power up 1 extra stage during the Power Up
Step.”
Gohan’s Energy Defense (Saiyan
Saga - #111) - Treat this card as if it read, “Stops an energy attack. Raise
your anger 1 level.
Gohan’s Hidden Power (Babidi
Saga - #P9) – Whenever you use a card where you can pay the cost with any
amount of power stages, you cannot discard more life cards from your Life Deck
than that personality could pay for the cost.
Gohan’s Kick (Cell
Games Saga - #8) – Neither player may use cards that end Combat, stop all
physical attacks and stop all energy attacks. Playing Gohan’s Kick keeps all 3 types of
those cards from being played. If a card is used and has a floating effect that
stops all attacks, the floating effect still works even after Gohan’s Kick has been played.
Gohan’s Kick’s secondary
effects also affect Dragon Balls. So, a player may not use Earth Dragon Ball 6 or Earth Dragon Ball 7 if Gohan’s Kick has been played that
Combat.
Gohan’s Physical Attack (Saiyan Saga - #26) - Treat this card as if it read, “Physical attack
Raise your anger 1. Gain 5 power stages.”
Gohan's Stomp (Frieza
Saga - #114) - Treat this card as if it read, “Heroes only. Energy attack doing
5 life cards of damage. This attack cannot be stopped, prevented or reduced by
Main Personality powers.”
Gohan’s Temper (Frieza
Saga - #15) - Treat this card as if it read, “Energy attack. If your Main
Personality is a Hero, raise your anger 1 level. If “Dragon Ball 6” is in play,
raise your anger 2 levels instead.”
Goku Lv.1 (Majin Buu
Saga - #156) – Treat this card as if it read, “… remove 7 Saiyan Style cards in
your discard pile from the game to raise your anger 6 levels…”
Goku Anger Attack (Saiyan
Saga - #46) - Doubles the base damage (damage from the Physical Attack Table),
before you add modifiers from Drills.
Goku Body Throw (Saiyan
Saga - #44) - Treat this card as if it read, “Physical attack doing 1 life card
of damage.”
Goku Honor Duel (Saiyan
Saga - #101) - Treat this card as if it read, “Use when entering Combat as the
defender. Instead of drawing 3 cards from your life deck, draw the bottom 3
cards from your discard pile. Remove from the game after use.”
Goku Swiftly Moving (Majin
Buu Saga - #66) – Copy the entire energy attack, as well as secondary effects
and modifiers from the attack. If the card you copy stays in play to be used
one more time this Combat, then you may use the copied attack one more time
this Combat. When you stop an energy attack with this card, you only copy the
card power when you use the attack during your next Attacker Attacks phase. The
floating effect that Goku Swiftly
Moving creates does not copy any of the following: Title, Style,
Rarity, Card Number, Picture, Card Type, Sword/Starburst, Headshot, kanji, or
Quote.
If this card is
used to stop an attack that normally cannot be stopped by this card, you may
still perform a copy of that attack during your next Attacker Attacks phase,
but the previous attack is still successful.
If you use Goku Swiftly Moving and another
card effect would make you skip your next Attacker Attacks phase, then you do
NOT get to use the attack that Goku
Swiftly Moving is copying on your next available Attacker Attacks
phase.
When a card
copies a card that your opponent has played (like Goku Swiftly Moving), the “copied” card that you use is an
extra card that is created for this effect, which gains all of the text from
the card that you are copying. This extra card then disappears when it is
finished instead of going to your discard pile or your removed from the game
pile. If the text involves attaching itself to another card in play, such as
from copying Black Exertion,
this extra card is not considered to be finished until it is no longer
attached.
Goku, Super Saiyan Lv.2 (Majin Buu Saga - #157) - Treat this card as if it read, “… remove 7
Saiyan Style cards in your discard pile from the game to raise your anger 6
levels…”
Goku, the Defender Lv.2 (Trunks saga - #165) – You use this power during your “Attacker Attacks”
phase during Combat, but you do not use the card effect until Combat has ended.
Only life cards of damage dealt to you while you are at your Goku, the Defender personality
level counts towards the 5 life cards needed to raise your anger 2 levels.
Goku, the Leader Lv.1 (Trunks
Saga - #164) – You use this power during your “Attacker Attacks” phase during
Combat, but you do not use the card effect until Combat has ended.
Goku, the Mighty Lv.1 (Shonen
Jump - #SJ1) – This power lasts for the remainder of Combat.
Goku, the Protector Lv.3 (Trunks Saga - #166) - Goku’s Defense Shield is separate from his
Constant Combat Power.
Goku’s Capturing Drill (Saiyan
Saga - #237) - Treat this card as if it read, “Dragon Balls you control may not
be captured while this Drill is in play.”
Goku’s Conquering Stance (Saiyan Saga - #19) - Treat this card as if it read, “Physical attack.
If successful, lower all players’ anger levels to 0.”
Goku’s Farewell (Cell
Games Saga - #99) – Treat this card as if it read, “You cannot win by the Most
Powerful Personality victory for the remainder of the game. For the remainder
of the game, nothing…”
If you reach 5
or more anger while under the effects of Goku’s Farewell, you lose the game. You do not get to reset
your anger level to 0 before you lose the game with this card. If you have used
multiple Goku’s Farewells
in a game, you raise your anger level at the beginning of your turn for each Goku’s Farewell that you have
used.
If you use Goku’s Farewell while you have a
Fusion Personality as your MP, you raise your MP to his highest power stage,
but you do not get to use a higher Fusion Personality card, even if you have
the higher levels in your Sensei Deck.
You do not reset
your anger for gaining a personality level if you used Goku’s Farewell.
Goku’s Heart Disease (Android
Saga - #100) – This card does not have “Remove from the game after use.”
Goku’s Lucky Break (Saiyan
Saga - #202) - Treat this card as if it read, “Search your Life Deck for a
Dragon Ball and place it into play. Remove from the game after use”
Goku’s Mixing Drill (Saiyan
Saga - #231) - If Goku’s Mixing
Drill is discarded/removed from play, and you have multiple styles
of Drills in play, choose one style of Drill to keep in play, and discard all
of the other styles of Drills (with the exception of Named and Freestyle
Drills).
Goku's Physical Attack (Saiyan
Saga - #25) - Treat this card as if it read, “Physical attack. If successful,
draw the bottom card from your discard pile. If used by Goku, it stays in play
to be used one more time this Combat. Remove from the game after use. Limit 2
per deck.”
Goku’s Surprise Attack (Saiyan
Saga - #24) - Treat this card as if it read, “Physical attack doing 5 power
stages of damage.”
Goku’s Touch (Saiyan
Saga - #48) - Treat this card as if it read, “Use after you perform a
successful physical attack to capture an opponent’s Dragon Ball. Remove from
the game after use.”
Guldo’s Time Freeze Drill (Frieza Saga - #55) - Treat this card as if it read, “Villains only.
Reduce the damage from all attacks performed against you by 1 power stage or 1
life card of damage.”
Hercule, the Everlasting World Champ Lv.1 (Kid Buu Saga - #52) - When you name a Personality
with Hercule’s power, the named Personality’s Named cards are considered
Hercule Named as well as the original Personality’s.
See Section 10:
Power Level Errata.
Hercule’s Close Save (Babidi
Saga - #100) – You use this card after you take all of the damage from the
attack. You do not use this card as damage is being dealt to you.
Hero Advantage (Saiyan
Saga - #195) - Treat this card as if it read, “Heroes only. Use when entering
Combat as the defender. Instead of drawing 3 cards from your life deck, draw
the top 3 cards from your discard pile. If there are not enough cards in the
discard pile, this card cannot be used. Remove from the game after use.”
Hidden Power Level (Saiyan
Saga - #17) - Treat this card as if it read, “Physical attack. Raise your Main
Personality to his highest power stage.”
Huge Drill (Irwin Toy
- #IR5) - Although this Drill affects both players, only the player who
controls Huge Drill gets
the +1 power stage of damage to his physical attacks.
I Want You! (Krillin
Season - #L2-7) – Your opponent must declare Combat if you use this card, even
if there are other card effects that would make him skip Combat or because he
played a Battleground/Location.
Against Earth Dragon Ball 4 (Saiyan #76) –
If I Want You! Is played
and Earth Dragon Ball 4 has
not been used for its floating effect yet, then the floating effect would “get
used”, but Combat would still be declared and would continue normally. You do
not get to reuse Earth Dragon Ball 4’s
floating effect again unless you replay or recapture the Dragon Ball.
Ingrain in the Membrane (Cosmic Anthology - #CA26) – Ingrain
in the Membrane does not keep the Non-Combat card it is attached to
from being discarded or removed from the game because the Non-Combat card was
used.
It’s Just Not Worth It! (Frieza Saga - #P1) - Treat this card as if it read, “Your opponent may
not win a Most Powerful Personality Victory or a Dragon Ball Victory until the
end of his second turn, starting now. Limit 1 per deck. Remove from the game
after use.”
It’s The Little Things That Matter (Saiyan Saga - #33) - Treat this card as if it read, “Defense Shield:
Stops the first unstopped energy or physical attack performed against you this
Combat. Remove from the game after use.”
Jeice Lv.1 (Frieza
Saga - #37) - His power reads, “Energy attack doing 5 life cards of damage. If
this attack is stopped, your opponent discards 2 life cards.”
Jeice, the Avenger Lv.1 (Lost Villains - #LV5) – Treat Jeice’s power as if it read, “Stops a
physical attack. If Jeice is your Main Personality…”
Kami As Your Ally (Frieza
Saga - #100) - Treat this card as if it read, “All of your opponents search
their discard piles and Life Decks for “Kami Fades” and remove them from the game. Remove from the
game after use.”
Kami Fades (Frieza
Saga - #113) - Treat this card as if it read, “Remove all Earth Dragon Balls in
play and in all Life Decks from the game.”
Kid Trunks Lv1-Lv.3 (World
Games Saga - #178-#180) – Anything that would normally affect Trunks
specifically does not affect Kid Trunks, because they are treated as separate
personalities.
Kid Trunks Lv.2 (Majin
Buu Saga - #167) – The discarding a card from your hand for Kid Trunks’
Constant Combat Power is not a part of the cost.
Kid Trunks, the Teenager Lv.1 (Kid Buu Saga - #53) - If Kid Trunks is the Level 1 for your Main
Personality, your Main Personality is still Kid Trunks even if you use/are at a
“Future” Trunks Personality Level.
King Cold Lv.1 (Trunks
Saga - #188) - Treat his power as if it read, “When entering Combat as the
defender, choose 1 card at random from your opponent’s hand and place it at the
top of his Life Deck.”
King Cold Smiles (Trunks
Saga - #37) - Treat this card as if it read, “Use when your opponent’s anger
level reaches 5 or more to set their anger level to 3 instead of gaining a
personality level. Remove from the game after use.”
King Kai Lv.1-Lv.3 (Capsule
Corp Power Pack – #CP1-#CP3) Whenever you check for the Double Power rule and
at least 1 of the personalities is showing Z in the Scouter, you do not use the
Double Power rule.
King Kai Training (Saiyan
Saga - #79) - Treat this card as if it read, “Heroes only. Choose 2 cards from
your discard pile and place them on the bottom of your Life Deck.”
King Kai’s Calming (Saiyan
Saga - #238) - Treat this card as if it read, “Use at the end of any turn. If
your opponent’s Main Personality is at Level 3, lower his Main Personality one
personality level. Limit 1 per deck.”
Knockout Drill (Android
Saga - #101) - This Drill affects all players. This Drill is only active during
Combat, and would not affect Non-Combat cards that are used outside of Combat
(including “when entering Combat” and those used at the end of Combat)
Krillin Lv.1 HT (Saiyan
Saga - #182) - His power reads, “Draw a card when entering Combat.”
Krillin, Z Warrior Lv.2 (Majin Buu Saga - #72) – Krillin’s energy attack is a Power, not a
Constant Combat Power.
Krillin’s Drill (Saiyan
Saga - #215) - Ignore the last sentence of this card (all Named Drills work
like this).
Krillin’s Physical Defense (Saiyan Saga - #112) - Treat this card as if it read “Play this card as
a defense. If your opponent’s attack does life cards of damage to you, you may
take the first life card of damage from that attack and place it in your hand
instead of discarding it. If used by Krillin, this card stays in play to be
used on more time this Combat.”
Krillin’s Power Tap (Frieza
Saga - #111) - Treat this card as if it read, “Use when needed. Choose a Drill
in play. Krillin's Power Tap creates a floating effect that is a copy of that
Drill. This floating effect only works during Attack Phases in the Combat Step
of the current turn and lasts until the end of Combat. If "Black Shadow
Drill" is in play, place all of your opponent's Allies at the bottom of
their owners' Life Decks. Remove from the game after use.”
This card cannot
be used with “When Entering Combat” Drills. If you choose Caught Off Guard Drill (Cell Games
#111), the card that was named when Caught
Off Guard Drill entered play still cannot be played or used, and you
do not get to choose a new card if you Krillin’s Power Tap a Caught Off Guard Drill.
You may use Krillin’s Power Tap outside of
Combat, but you only gain the effect of that Drill during the Combat of that
turn.
Line Up (Krillin
Season - #L2) - Treat this card as if it read, “Search your deck for Vegeta,
Trunks, Gohan, Piccolo, Krillin, Tien or Yamcha and place him into play at 3
power stages above 0, regardless of the current level of your Main Personality.
Lord Slug Lv.1 (Capsule
Corp Power Pack - #CP4) – You can use this power if you have more than 3 Dragon
Balls in play to advance a personality level.
Lord Slug Lv.2 (Capsule
Corp Power Pack - #CP5) – If you declared a Namekian Tokui-Waza, you only get
to shuffle 1 card back into your Life Deck with his power, regardless of the
amount Life Cards of damage dealt with the attack.
Lord Slug Lv.3 (Capsule
Corp Power Pack - #CP6) – Treat this power as if it read, “… twice as many
cards back into your Life Deck instead.” This Constant Combat Power is not
affected by Concentration Drill.
Losing Battle (Majin
Buu Saga - #134) – Treat this card as if it read, “(“Trunks Energy Sphere” cannot be used to stop this card.)
Sensei Deck. Any of your opponent’s Non- Personality/Non-Mastery cards with
“win” and/or “wins” in the power box cannot be played or used for the remainder
of the turn.”
Majin Buu Lv.4 (Majin
Buu Saga - #114) – The card effect to shuffle 8 cards into your Life Deck is a
Power, not a Constant Combat Power.
Majin Buu, Evil Buu Lv.1 (Fusion Saga - #10) – Treat this power as if it read, “Physical attack
doing +3 power stages of damage. If stopped, draw a card. “
Majin Buu’s Childish Taunt (Kraft - #K6) – Treat this card as if it read, “...For the remainder
of Combat, your opponent cannot use any cards that let him look at cards in
your hand or your life deck...”
If you play Majin Buu’s Childish Taunt, your
opponent cannot use card effects that allow him to “reveal” or “search” your
Life Deck. If you use a card that allows your opponent to look at your Life
Deck after you have played Majin
Buu’s Childish Taunt,
then he is still able to use that effect.
Majin Buu’s Fury
(Majin Buu Saga - #P3) - During each player’s “Attacker’s Attack” phase that
this effect is floating, that player must play or use a card or floating effect
that performs an attack or pass.
If you play Majin Buu’s Fury, players cannot
play or use cards that have the potential to create a second effect that
performs an attack if that card itself does not perform an attack. An
example of such an effect is Hercule’s
Amazing Techniques.
Majin Buu’s Restoration (Majin Buu Season - #L5-5) - Treat this card as if it read, “For the
rest of Combat, you may remove 3 cards in your discard pile from the game
during your Attack Phase to play an Ally of any level from your discard pile.
Remove from the game after use.”
Majin Funny Face (Collectors
Club - #CC6) – Treat this card as if it read, “If you declared a Tokui-Waza,
for the remainder of Combat any “If successful”…”
Majin Thrust (Fusion
Saga - #111) - Treat this card as if it read, “…For the remainder of Combat,
all "Majin only" cards in your Life Deck without Endurance gain
Endurance 1...” (9/24/03)
Master Roshi Lv.1-Lv.3 (Capsule
Corp Power Pack - #CP7-#CP9) – Any cards with “Roshi” in the title are
considered Named Cards for Master Roshi.
Master Roshi Lv.1 (Capsule
Corp Power Pack - #CP7) – Treat this card as if it read, “Power: When entering
Combat, look at the top 6 cards of your Life Deck…”
Master Roshi Lv.3 (Capsule
Corp Power Pack - #CP9) – Master Roshi’s Constant Combat Power to have your
allies do extra damage with their attacks works even if Master Roshi is no
longer in control of Combat.
Master Roshi Sensei (Majin
Buu Saga - #153) – The modifiers of this Sensei are applied during Step 10 of
the Battle Sequence. It does not subtract 1 life card of damage from
power stages of damage converted to life cards due to the defending personality
being at 0 power stages.
Master Roshi’s Island (Android
Saga - #44) - This Location affects Dende Dragon Balls.
Meditation Drill (Saiyan
Saga - 149) - Treat this card as if it read, “When entering Combat, you may
shuffle your Life Deck or discard pile.”
Mommy’s Coming Dear (Frieza
Saga - #119) - You may only use this card in place of a defense. Treat this
card as if it read, “Heroes only. Stops a physical or energy attack and stops
all attacks for the remainder of Combat. Remove from the game after use. Limit
1 per deck. If a Dragon Ball 7 from any Dragon Ball set is in play, discard
this card instead of removing it from the game.”
Mother’s Touch (Saiyan
Saga - #90) - Treat this card as if it read, “Stops a physical or energy
attack. Remove from the game after use.”
Nail The Namekian Lv.1 (Frieza
Saga - #96) - His power reads, “Energy attack doing 5 life cards of damage. If
this attack is stopped, your opponent discards 3 life cards.”
Namekian Dodging Technique (Android Saga - #24) - This card only works until the end of Combat.
Namekian Energy Drill (Trunks
Saga - #61) - Treat this card as if it read, “After every successful energy
attack you perform, you may discard a card from your hand and shuffle it into
your Life Deck, and then draw a card.
Namekian Finishing Effort (Android Saga - #62) – Whenever you take damage from one of your
opponent’s attacks, you may place this card directly into play from your hand.
You can only use it during your Attacker Attacks phase like a regular
Non-Combat card to make your opponent discard the top 3 cards of his Life Deck.
Namekian Offense (World
Games Saga - #77) – This card can only shuffle a Dragon Ball an opponent
controls back into the owner’s Life Deck.
Namekian Pikkon’s Defense (World Games Saga - #78) – Treat this card as if it read, “Stops a
physical or energy attack. Remove from the game after use.”
Namekian Quick Blast (Cell
Games Saga - #65) – This card gains “If successful, remove from the game after
use.”
Namekian Remedy Drill (Kid Buu Saga - #18) – You may not include copies of this card in your
deck if you declared a Freestyle Tokui-Waza.
Namekian Teamwork (Android
Saga - #103) - Allies may take over Combat ONLY to use their personality
powers, and then the Main Personality resumes control of Combat. This card only
affects allies that were in play when this card was used. It does not affect
allies brought into play later that Combat.
Namekian’s Strike (Collectors
Club - #CC1) - This is a Namekian Style card. This card gains “Remove from the
game after use.”
Nappa Lv.1 (Saiyan
Saga - #176) - Power: Saiyan Energy Deflection - Treat this power as if it
read, “Reduce the damage from an energy attack performed against you to 2 life
cards of damage.”
Nappa Lv.1 HT (Saiyan
Saga - #185) - When entering Combat, your Main Personality gains 2 power
stages.
Nappa Lv.3 (Saiyan
Saga - #178) - His power reads, “Reduce the damage from a physical attack
performed against you to 2 power stages of damage.”
Nappa’s Energy Aura (Saiyan
Saga - #120) - Treat this card as if it read, “Stops an energy attack. Stops
all energy attacks performed against you for the remainder of Combat. Remove
from the game after use.”
Nappa’s Physical Resistance (Saiyan Saga - #121) - Treat this cards as if it read, “Stops a physical
attack. Stop all physical attacks performed against you for the remainder of
Combat. Remove from the game after use.”
No, Really Drill? (Frieza
Saga - #Preview 3) - This Drill affects all players. When a Dragon Ball is
placed into play while this Drill is in play, the Dragon Ball is considered to
have a Blank Text box until it leaves play or until the end of the game
(whichever happens first), regardless if No, Really Drill? leaves play later on in the game.
Orange Body Shifting Drill (Saiyan Saga - #146) - Treat this card as if it read, “All of your
energy attacks that cost 2 power stages to perform, now only cost 1 power stage
to perform.”
Orange Discharge Drill (Kid Buu Saga - #20) – You may not include copies of this card in your
deck if you declared a Freestyle Tokui-Waza.
Orange Energy Discharge (Cell Saga - #52) - If an Energy Combat card was played previously in
Combat that stops all energy attacks for the remainder of Combat, it would not
stop Orange Energy Discharge.
Your opponent
can still play an Energy Combat card to “try to stop” this attack in order to
gain the secondary effects of the card.
Orange Energy Drill (Saiyan
Saga - #142) - Treat this card as if it read, “All energy attacks performed
against you, do 1 less life card of damage, to a minimum of 0. Cannot be used
with other Orange Drills in play.”
Orange Energy Phasing Drill (Android Saga - #67) – You declare if you are going to use this Drill
with an energy attack when the attack becomes successful, but you do not remove
the Non-Combat card until you start using “If Successful” effects.
Orange Focusing Drill (Saiyan
Saga - #234) - Treat this card as if it read, “Your Drills in play except for
"Orange Focusing Drill" cannot be discarded or removed from the game
unless you advance or lose a Personality level.”
Orange Gambit (Majin
Buu Saga - #85) – You do not have to pay costs created by other card effects
when Orange Gambit is
attached. You still have to pay the original cost of the card that you are
using.
Orange Haulting Drill (Cell
Saga - #147) – This drill does not affect Life Cards of damage from physical
attacks that did not come from power stages of damage.
Orange Joint Restraint Drill (Saiyan Saga - #151) - Treat this card as if it read, “All of your
physical attacks do +4 power stages of damage.”
Orange Kamehemeha Attack (Frieza Saga - #2) – Treat this title as if it read “Orange Kamehameha Attack”.
Orange Leg Drill (Frieza
Saga - #71) - Treat this card as if it read, “All physical attacks performed
against you do 2 less power stages of damage, to a minimum of 0. Limit 1 per
deck.”
Orange Lifting Drill (Saiyan
Saga - #126) - Treat this card as if it read, “Once per Combat, in place of an
attack, during your turn, discard all of your opponents’ Drills. Limit 1 per
deck.”
Orange Power Shifting Drill (Trunks Saga - #13) – You choose whether the attack will have all of its
Life Cards of damage converted to power stages when you perform the attack, but
you do not convert the damage until after you have calculated how many Life
Cards of damage the attack would deal (after all other modifiers). This does
not create an infinite loop with Energy
Empowerment Drill.
Orange Power Stance (World
Games Saga - #89) – This card can only shuffle a Dragon Ball an opponent
controls back into the owner’s Life Deck.
Orange Rapid Attack (Babidi
Saga - #115) – This card gains, “Remove from the game after use.”
Orange Spontaneous Drill (Saiyan Saga - #137) - Treat this card as if it read, “After taking
damage from a physical attack, you may draw the bottom card of your discard
pile.”
Orange Temple Strike (Babidi
Saga - #78) – Your opponent discards one his Non-Combat cards at a time until
he has the same amount of Non-Combat cards in play as you do. Your opponent
cannot discard your Non-Combat cards with this effect if you used Orange Temple Strike.
Orange Tripping Drill (Saiyan
Saga - #130) - Treat this card as if it read, “All energy attacks performed
against you, do 1 less life card of damage, to a minimum of 0.”
Pan, Granddaughter of Goku (Kid Buu Saga #66) - See Section 10: Power Level Errata.
Paused Pose (Fusion
Saga - #16) – When your opponent tries to fuse at the beginning of his next
turn because of this card effect and he no longer has one of the personalities
in play required for the Fusion, he does not get to fuse.
Piccolo Lv.1 (Majin
Buu Saga - #176) – Treat this card as if it read, “… at the bottom of your Life
Deck.”
Piccolo Lv.3 (Saiyan
Saga - #163) - “Multi-form allows two physical attacks, one after the other”
explained: Multi-form performs two physical attacks. The controlling player
performs a physical attack, that player’s opponent defends, the controlling
player performs another physical attack, that player’s opponent defends. Then
the opponent can attack, and Combat continues as usual.
Piccolo and Heroes Gather (Trunks Saga - #129) - Treat this card as if it read, “Discard 2 cards
from your hand, then search your Life Deck for 2 Combat cards, show them to
your opponent, and place them in your hand.”
Piccolo Defense Drill (Saiyan
Saga - #155) - Treat this card as if it read, “All energy attacks performed
against you, do 1 less life card of damage, to a minimum of 0.”
Piccolo Honor Duel (Saiyan
Saga - #103) - Treat this card as if it read, “Use when entering Combat as the
defender. Instead of drawing 3 cards from your life deck, draw the bottom 3
cards from your discard pile. Remove from the game after use.”
Piccolo, the Former Guardian Lv.3 (World Games Saga - #196) – The first time you use this power each
Combat you check to see if you have no cards in your discard pile. If you have
no cards in your discard pile, this power may be used a second time that
Combat.
Piccolo, the Trained Lv.1 (Android Saga - #119) – Treat this card as if it read, “Power: Choose
one of your opponent’s personalities in play. For the remainder of the turn,
that personality cannot use his personality power and Constant Combat Powers on
his current personality level.”
Piccolo’s Power
only affects the current personality level of your opponent. If the personality
affected with Piccolo’s Power advances or loses a personality level, the
personality may use the new Power/Constant Combat Power.
When Piccolo
raises a personality level with his Constant Combat Power’s card effect, you
still are allowed to choose a personality your opponent has in play to keep him
from using his Personality Powers and Constant Combat Powers for that turn.
Piccolo’s Physical Defense (Saiyan Saga - #110) - Treat this card as if it read, “Stops a physical
attack. Gain 4 power stages.”
Piccolo's Stomp (Frieza
Saga - #115) - Treat this card as if it read, “Heroes only. Energy attack doing
5 life cards of damage. This attack cannot be stopped, prevented or reduced by
Main Personality powers. If “Piccolo's
Flight” is in play, this attack does 7 life cards of damage,
instead.”
Plant Two Saibaimen (Saiyan
Saga - #213) - Treat this card as if it read, “Use this card at the end of your
Power Up step. Skip Combat this turn. At the beginning of your next turn,
search your Life Deck and/or discard pile for your highest level Saibaimen card
and place it into play. Remove from the game after use.”
Play Fighting (Irwin
Toy - #IR3) - If you skip Combat then you may not place 2 cards at the bottom
of your Life Deck in the Rejuvenation Step.
You may only put
the top card back into your Life Deck during your Rejuvenation Step and not
during your opponent’s.
Pose With Style (Irwin
Toy - #IR19) – You cannot use this card for Non-Combat cards that are
restricted or Limit 1 per deck.
Power (Frieza Saga -
#104) - Treat this card as if it read, “Villains only. If your opponent’s Main
Personality is a hero, he discards 4 life cards. Limit 1 per deck. Remove from
the game after use.”
Power Boost (Cell
Games Saga - #16) – Using this card does not take up your action during the
Attacker Attacks phase.
Powerful Followers (Frieza
Saga - #19) - This card is NOT used like Teaching the Unteachable… you must use it during Combat, in
place of an attack, to either a) end the current Combat, or b) make your
opponent skip his next Combat step. If you use multiple Powerful Followers
during the same Combat to make your opponent skip his next Combat Step, they do
not stack with each other.
Provoke Drill (Kid
Buu Saga - #69) - If both players have Provoke Drill in play and one player is Piccolo, the Trained Lv.1 (Android
Saga #119), Piccolo, the Trained can
still use his power on his opponent’s personality, but it does not have an
affect. Provoke Drill does
not keep Piccolo, the Trained from
using his personality power.
Raditz Lv.1 HT (Saiyan
Saga - #183) - This power may only be used during Combat, and must take the
place of an attack.
Raditz Lv.1 (Saiyan
Saga - #170) Power: Saiyan Energy Deflection - Treat this power as if it read,
“Reduce the damage from an energy attack performed against you to 2 life cards
of damage.”
Raditz Lv.3 (Saiyan
Saga - #172) Power: Saiyan Energy Deflection - Treat this power as if it read,
“Reduce the damage from an energy attack performed against you to 2 life cards
of damage.”
Raditz Flying Kick (Saiyan
Saga - #210) - This card is a Physical Combat card, not a Non-Combat card.
Triple the base damage (damage from the Physical Attack Table) before you add
any modifiers from Drills.
Raditz Honor Duel (Saiyan
Saga - #102) - Treat this card as if it read, “Use when entering Combat as the
defender. Instead of drawing 3 cards from your life deck, draw the bottom 3
cards from your discard pile. Remove from the game after use.”
Rebellion (Android
Saga - #107) - When this card is stopped and copied by another card (i.e. Trunks Swiftly Moving) you cannot
perform Rebellion,
because you have already played a card.
Recoome Boom (Frieza
Saga - #8) - This card is a “Saiyan Heritage only” card.
Red Aerial Force (Kid
Buu Saga - #72) – Cards removed from your opponent’s Sensei Deck due to this
card’s effects are removed at random.
Red Blazing Aura (Trunks
Saga - #22) – This card is played as a Defense. When you play this card, you
choose either life cards or power stages to prevent for the remainder of
Combat.
Red Bullrush Drill
(Kid Buu Saga - #24) – Cards removed from your opponent’s Sensei Deck due to
this card’s effects are removed at random.
Red Clap (Kid Buu
Saga - #74) – Cards removed from your opponent’s Sensei Deck due to this card’s
effects are removed at random.
Red Coordination Drill (Saiyan
Saga - #144) - Treat this card as if it read, “When entering Combat as the
defender, you may draw a card.”
Red Dueling Drill (Android
Saga - #73) – Allies may not do anything while this Drill is in play. This
means that an ally cannot take control of Combat, cannot pay costs for cards,
use their powers, or have damage redirected to them.
Red Energy Defense Drill (Frieza Saga - #65) - Treat this card as if it read, “All energy attacks
performed against you, do 1 less life card of damage, to a minimum of 0.”
Red Energy Drill (Cell
Games Saga - #96) – This card title is changed to “Red Energy Gathering Drill”.
Red Hunger Drill (Kid
Buu Saga - #113) – Cards removed from your opponent’s Sensei Deck due to this
card’s effects are removed at random.
Red Kaio-Ken Drill (Kid Buu Saga - #25) – You may not include copies of this card in your
deck if you declared a Freestyle Tokui-Waza.
Red Knee Pick Drill (Saiyan
Saga - #128) - Treat this card as if it read, “When entering Combat as the
attacker, you may draw a card.”
Red Penetrating Defense Drill (Saiyan Saga - #124) - Treat this card as if it read, “All physical
attacks performed against you, do 2 less power stages of damage, to a minimum
of zero.”
Red Phasing Drill (Frieza
Saga - #69) - Treat this card as if it read, “All of your energy attacks
performed against a villain do +3 life cards of damage.”
Red Power Slam (Kid
Buu Saga - #76) - You cannot choose Personality cards out of your opponent’s
Sensei Deck with Red Power Slam’s
effect.
You cannot
choose a card that has requirements that you cannot fulfill (You cannot choose
cards that are not of your alignment, you cannot choose a card that costs power
stages if your personalities in play are all at 0 power stages, etc., etc.)
Red Pressure Point Drill (Saiyan Saga - #148) - Treat this card as if it read, “All of your
energy attacks do +1 life cards of damage. Cannot be used with other Red Drills
in play.”
Red Reading Drill (Saiyan
Saga - #140) - Treat this card as if it read, “Once per Combat, you may take 1
less life card of damage from any attack.”
Red Rolling Drill (Saiyan
Saga - #132) - Treat this card as if it read, “All energy attacks performed
against you, do 1 less life card of damage, to a minimum of 0.”
Red Style Mastery (Trunks
Saga - #144) - Treat this card as if it read, “Once per Combat, in place of an
attack, you may remove the top card in your discard pile from the game to raise
your anger 1 level. If it is a Red Style card raise your anger 2 levels
instead.
Red Sword Cleave (Kid
Buu Saga - #77) - Your Red Style attacks gain "Sword" at the end of
their titles. This effectively changes the title of the Red Style attack while
it is being played and used. (11/12/03)
Red Thunder Clap (Kid
Buu Saga - #78) – If this card attaches to a card that increases damage from a
floating effect, such as the Red Style Mastery (Cell Saga #131), it only
doubles the damage when the effect triggers, rather than as soon as this card
attaches.
Ex: If this
attaches to the Red Style Mastery (Cell Saga #131), it does not double the
damage from the Mastery until the following Combat as it has already triggered
and created a floating effect.
Red Wrist Control Drill (Saiyan Saga - #139) - Treat this card as if it read, “For every 3 power
stages you lose your opponent loses 1 power stage, down to 0.” Extra power
stages do not carry over from one attack to the next.
If you pay for
the cost of a card, the power stages that you pay do count towards the 3 power
stages you need for this Drill’s effect.
Releasing the Sword (Irwin
Toy - #IR20) – This card gains, “Limit 1 per deck. Remove from the game after
use.”
Ribs Broken (Saiyan
Saga - #217) - Treat this card as if it read, “Energy attack doing 5 life cards
of damage. Costs 0 power stages to perform. You must remove an Ally in play
from the game in order to perform this attack. This does not have to be an Ally
you control.” If your opponent uses a card effect to keep the Ally in play that
you would be removing from the game for the cost of Ribs Broken, Ribs
Broken is returned to your hand and it is still your Attacker
Attacks phase.
Roshi’s Calming (Saiyan
Saga - #239) - Treat this card as if it read, “Use at the end of any turn. If
your opponent’s Main Personality is at Level 2, lower his Main Personality one
personality level. Limit 1 per deck.”
Run Away (Cell Saga -
#125) - This card may not be used if there isn’t a Battleground in play.
Saibaimen Lv.1 (Saiyan
Saga - #243) - Power: Saiyan Energy Deflection - Treat this power as if it
read, “Reduce the damage from an energy attack performed against you to 2 life
cards of damage.”
Saibaimen Lv.2 (Saiyan
Saga - #244) - Power: Saiyan Energy Deflection - Treat this power as if it
read, “Reduce the damage from an energy attack performed against you to 2 life
cards of damage.”
Saibaimen Lv.3 (Saiyan
Saga - #245) - Power: Saiyan Energy Deflection - Treat this power as if it
read, “Reduce the damage from an energy attack performed against you to 2 life
cards of damage.”
Saiyan Aggression Drill (Kid Buu Saga - #27) – You may not include copies of this card in your
deck if you declared a Freestyle Tokui-Waza.
Saiyan City Destruction (Saiyan Saga - #45) - Treat this card as if it read, “Villains only.
Skip your next Combat step. Place the top 2 cards from your discard pile on the
bottom of your Life Deck. Remove from the game after use.”
Saiyan Energy Aura (Saiyan
Saga - #95) - Treat this card as if it read, “Saiyan Heritage only. Stops an
energy attack and stops an energy attack during your opponent’s next Attacker
Attacks phase.”
Saiyan Energy Blast (Saiyan
Saga - #94) - Treat this card as if it read, “Saiyan Heritage only. Energy
attack. Costs 3 power stages to perform. If successful, your opponent cannot
perform a physical attack during his next Attacker Attacks phase.”
Saiyan Energy Defense (Saiyan
Saga - #92) - Treat this card as if it read, “Saiyan Heritage only. Stops an
energy attack.”
Saiyan Energy Focus (Frieza
Saga - #12) - Treat this card as if it read, “Any one of your personalities
gains 5 power stages.”
Saiyan Focusing Power (Frieza
Saga - #35) - This is a “Saiyan Heritage only” card.
Saiyan Honor Quest (Saiyan
Saga - #196) - Treat this card as if it read, “Use when entering Combat as the
defender. Instead of drawing 3 cards from your life deck, draw the bottom 3
cards from your discard pile. Remove from the game after use.”
Saiyan Hurricane Kick (Majin
Buu Saga - #104) – You can only discard a card from your hand to keep Saiyan Hurricane Kick on the table
the first time you use the card.
Saiyan Knee Block (Irwin
Toy - #IR16) – This card is being clarified to be titled “Saiyan Clash.”
Saiyan Power Block (Babidi
Saga - #29) – This card does not stop the affects of Majin Buu’s Fury (Buu Saga #P4).
Saiyan Power Drill (Saiyan
Saga - #236) - Treat this card as if it read, “All of your physical attacks do
+2 power stages of damage.”
Saiyan Pressure Technique (Majin Buu Saga - #145) – You can only remove 2 cards in your Sensei
Deck from the game for each Physical Attack.
Saiyan Rapid Fire (Cell
Saga - #155) - Treat this card as if it read, “Energy attack. If successful,
every Ally your opponent has in play loses 4 power stages.”
Saiyan Style Mastery (Trunks
Saga - #148) - This Mastery only affects your opponent’s Main Personality, and
cannot be redirected at Allies.
Saiyan Style Mastery (World
Games Saga - #148) – This mastery prevents damage from the first attack each
Combat.
Saiyan Sweeping Defense (Saiyan Saga - #96) - Treat this card as if it read, “Saiyan Heritage
only. Stops a physical attack and stops a physical attack during your
opponent’s next Attacker Attacks phase.”
Saiyan Training (Saiyan
Saga - #80) - Treat this card as if it read, “Villains and Goku only. Choose 2
cards from your discard pile and place them on the bottom of your Life Deck.”
Saiyan Training (Irwin
Toy - #IR6) – This title has been changed to “Saiyan Gravity Training”, and is not an MRP of Saiyan Training (Saiyan Saga #80).
Saiyan Truce Card (Saiyan
Saga - #203) - The player who used the Saiyan Truce Card may retain all, one, or none of HIS cards
from this Combat (and any other cards that they draw until the end of their
next turn), but the opponent MUST discard as usual. If you use Saiyan Truce Card and your
opponent uses Black Weakness Drill (Buu
Saga #49) or another card effect that makes you discard during the Discard
Step, you do not have to discard since Saiyan Truce Card allows you to keep your cards during the
Discard Step.
(10/29/03)
Scientific Repatching (Vegeta
Season - #L6-8) – Treat this card as if it read: “(Use at the end of your
turn.) Tuff Enuff only. Play the top 2 Non-Combat cards in your discard pile
that are not limit 1 per deck or named “Scientific Repatching”. Remove from the
game after use.”
Senzu Bean (Saiyan
Saga - #43) - Treat this card as if it read, “When you place this card in play,
immediately raise your Main Personality to its highest power stage. Remove from
the game after use.”
Severe Bruises (Android
Saga - #112) – This card does not have “Remove from the game after use.”
Showdown (Trunks Saga
- #P10) - Allies may not do anything while this affect of this card is
floating. This means that an ally cannot take control of Combat, cannot pay
costs for cards, use their powers, or have damage redirected to them.
Speaking With the King Drill (Cell Saga - #100) - This card should read “Once per turn, in place of
an attack…” This Drill affects Dragon Balls.
Splash Damage Drill (Babidi
Saga - #84) – You must discard an Ally in order to draw the card from this
Drill.
NOTE: This IS a
reversal of a previous ruling made on this card. The reversal was made to
keep certain deck archetypes from unbalancing the environment by abuse of this card.
Startled (Game Stop -
#GS1) - You can play a second Startled
if your opponent uses Trunks
Energy Sphere (Trunks 84) on your first Startled.
Straining Ankle Smash Move (Saiyan Saga - #39) - Treat this card as if it read, “Use immediately
after your opponent attacks you (this can be a physical or energy attack) and
pays any costs for that attack. Lower your opponent’s Main Personality 4 power
stages immediately when played.”
Straining Arm Drag Move (Saiyan Saga - #38) - Treat this card as if it read, “Physical attack
doing 1 life card of damage. You must pass in all remaining phases of Combat.”
Straining Blocking Move (Frieza Saga - #24) - If Black
Energy Stamina Drill is in play when you perform Straining Blocking Move, you
declare how many life cards you *would* have discarded and then that cost is
converted to one power stage. It deals what you declared.
Treat this card
as if it read, “Energy attack costing X life cards. X must be between 1 – 7.
This
attack does X
life cards of damage.”
Straining Defense Move (Frieza
Saga - #23) – You can only remove an amount of cards from your deck equal to
twice the amount of Drills your opponent has in play.
Straining Destruction Move (Cell Games Saga - #120) – This card gains “Remove from the game after
use. Limit 1 per deck.”
Straining Energy Move (Frieza
Saga - #22) – Treat this card as if it read, “Energy attack that costs 1 life
card to perform. If successful, end Combat. Remove from the game after use.”
Stunned (Cell Saga -
#116) - Treat this card as if it read, “Krillin, Piccolo, and Trunks may not
perform physical or energy attacks, stop attacks performed against them, or use
their powers for the remainder of Combat. Remove from the game after use.”
You can still
use Defense Shields to stop attacks from your opponent if your personality in
control of Combat is Stunned.
Super Saiyan Goku Lv.1 (Irwin
Toy - #IR1) – If Super Saiyan Goku’s
Constant Combat Power does not work because of a card effect, you choose 1
Martial Arts Style of Drills to stay in play, and the rest are discarded. This
overrides the effects of Orange
Focusing Drill (Saiyan Saga #234).
Tapkar Lv.1 (World
Games Saga - #150) – Treat this card as if it read, “If Tapkar has not used any
other personality powers this turn when entering Combat as the defender, remove
the top 4 cards of your Life Deck from the game, draw 2 cards, and raise your
anger 3 levels.”
Tapkar, the Speedy Lv.2 (World Games Saga - #151) – Treat this card as if it read, “If Tapkar
has not used any other personality powers this turn when entering Combat as the
defender, remove the top 6 cards of your Life Deck from the game, draw 3 cards,
and raise your anger 4 levels.”
Tapkar, the Fastest Lv.3 (World Games Saga - #152) – Treat this card as if it read, “(You cannot
win with the Most Powerful Personality Victory.) Constant Combat Power: If
Tapkar has not used any other personality powers this turn when entering Combat
as the defender, remove the top 8 cards of your Life Deck from the game, draw 3
cards, and raise your anger
5 levels.”
The Eternal Dragon’s Quest (Majin Buu Saga - #150) – After you use The Eternal Dragon’s Quest the first time in a game; you
cannot use any other The Eternal
Dragon’s Quests for the remainder of the game.
Treat this card
as if it read, “…into play. Your card powers cannot end Combat for the
remainder of the game.” You can still use cards that end Combat, but the ending
of Combat does not happen.
The Middle of Nowhere (World
Games Saga - #38) – This card does add damage to attacks performed by Personality
Powers and/or Constant Combat Powers of personalities with “Majin” in the
title. This card does not add damage to attacks performed by Personality Powers
and/or Constant Combat Powers of personalities turned into Majins with M (Babidi Saga # 103).
The Power of the Dragon (Cell Games Saga - #101) – When you play this card, any Dragon Balls
your opponent owns are shuffled back into his Life Deck, regardless who
controls them. Any other Dragon Balls, even other Dragon Balls that he
controls, are not shuffled back into any Life Deck.
Tien Lv.1 (Saiyan
Saga - #82) - “Multi-form allows two physical attacks, one after the other”
explained: Multi-form performs two physical attacks. The controlling player
performs a physical attack; that player’s opponent defends, the controlling
player performs another physical attack, that player’s opponent defends. Then
the opponent can attack, and Combat continues as usual. Both physical attacks
come from Tien’s Multiform Power, and are not any cards played from your hand.
Tien lv.2 (Saiyan
Saga - #83) - Solar Flare forces your opponent to “skip” his next “Attacker
Attacks” phase, meaning you may not pass to end Combat.
Tien Mind Reading Trick (Saiyan Saga - #211) - Treat this card as if it read, “Attach this to
your opponent’s Main Personality. If Tien is in play, all villain opponents
must play with their hands face up on the table.”
Tien, the Swift lv.1 HT (Cell Saga - #R1) - If you cannot perform a physical attack (i.e. Tien
does not have power stages and there is a card which makes physical attacks
cost power stages in play) then you must pass.
Tien’s Jolting Aura (Frieza
Saga - #16) – Treat this card as if it read, “Heroes only. Energy attack. If
performed by Tien, draw a card.”
T-Rex Defense (Saiyan
Saga - #226) – Treat this card as if it read, “Defense Shield: When defending
in Combat, stop the first unstopped attack performed on you. Remove from the
game after use.”
T-Rex Offense (Saiyan
Saga - #227) - Treat this card as if it read, “Use when you perform an energy
attack to have that energy attack do an additional +1 life cards of damage. (If
a successful energy attack is performed against you while this card in play,
this card is discarded.)
Trunks Lv.1 (Trunks
Saga - #185) - Treat his power as if it read, “Physical attack. This must be
your first attack in Combat. Your opponent must play/use 2 cards/effects that
stop physical attacks in order to stop this attack.” Your opponent is allowed
to play 2 cards from his hand to stop this attack.
Trunks Lv.1 HT (Frieza
Saga - #P14) - Treat Trunks’ Constant Combat Power as if it read, “You take a
maximum of 2 life cards of damage from all energy attacks your opponent performs.”
Trunks Effortless Drill (Trunks Saga - #85) – Treat this card as if it read, “Once per Combat, a
player may choose to have a Straining Move card he performs unable to be
stopped or prevented.” This must be declared immediately when the attack is performed.
Since you use this immediately when you perform an attack, you would make this
decision before you would get to use any other “When you perform an attack”
effects.
Trunks Energy Sphere (Trunks
Saga - #84) – You must use Trunks
Energy Sphere to stop a Combat Card before any of the effects of the
Combat card have been used, including any costs of the Combat Card.
If you are
stopping an attack with a Combat card and your opponent uses Trunks Energy Sphere, you do not
get to play or use another card that can stop that attack BUT any floating
effects and/or defense shields can still stop the attack.
Trunks Prepares (Cell
Saga - #77) - This card is used when entering Combat as the Defender.
Trunks Swiftly Moving (Trunks
Saga - #99) - Copy the entire physical attack, as well as secondary effects and
modifiers from the attack. If the card you copy stays in play to be used one
more time this Combat, then you may use the copied attack one more time this
Combat. When you stop a physical attack with this card, you only copy the card
power when you use the attack during your next Attacker Attacks phase. The
floating effect that Trunks Swiftly
Moving creates does not copy any of the following: Title, Style,
Rarity, Card Number, Picture, Card Type, Sword/Starburst, Headshot, kanji, or
Quote.
If you use Trunks Swiftly Moving and another
card effect would make you skip your next Attacker Attacks phase, then you do
NOT get to use the attack that Trunks
Swiftly Moving is copying on your next available Attacker Attacks
phase.
When a card
copies a card that your opponent has played (like Trunks Swiftly Moving and Blue Reversal Drill), the “copied” card that you use is an
extra card that is created for this effect, which gains all of the text from
the card that you are copying. This extra card then disappears when it is
finished instead of going to your discard pile or your removed from the game
pile.
Trunks Sword Position 3 (Trunks Saga - #89) – This card gains, “Remove from the game after use.”
Trunks, the Hero Lv.4 (Trunks
Saga - #150) - Treat his Constant Combat Power as if it read, “During your
opponent’s turn, all damage (power stages and life cards) from physical attacks
performed against your Trunks, the
Hero is reduced to 1 power stage of damage.”
Trunks, the Swift lv.1 (Cell
Saga - #173) - This card has no clarification to it, and the previous
clarification is now invalid. This power is not a defense shield.
Ultimate Champion (SEVEN
Premire Event - #SZ9) – This card can only be used by Dustin Morabito.
Unexpected Allies (Saiyan
Saga - #218) - Treat this card as if it read, “Search your Life Deck or discard
pile for an Ally and put him into play at his highest power stage.”
Unlocked Potential (Fusion
Saga - #89) - Unlocked Potential allows you to use a higher level Constant
Combat Power if you do not have access to that power already. You cannot use
two Unlocked Potential during the same Combat on the same personality level. Unlocked
Potential does not stack if you rise up to the chosen level later on in Combat.
Vegeta Lv.1 (Saiyan
Saga - #173) - Power: Saiyan Energy Deflection - Treat this power as if it
read, “Reduce the damage from an energy attack performed against you to 2 life
cards of
damage.”
Vegeta Lv.1 HT (Saiyan
Saga - #184) - His power reads, “Stop an energy attack.”
Vegeta Scans The City (Trunks
Saga - #126) - Treat this card as if it read, “You may use this card when your
opponent would win by the Most Powerful Personality Victory. Lower any
opponent’s Main Personality that is level 2 or higher by 1 personality level.
Using this card effect can keep your opponent from winning with the Most
Powerful Personality victory.
Remove from the
game after use. Limit 1 per deck.”
Vegeta, Saiyan Prince Lv.4 (Trunks Saga - #151) - Treat his Constant Combat Power as if it read,
“During your opponent’s turn, all damage (power stages and life cards) from
physical attacks performed against your Vegeta, Saiyan Prince is reduced to 1 power stage of damage.”
Vegeta, the Celestial Lv.1 (Fusion Saga - #P7) – Treat this card as if it read, “Constant Combat
Power: If you declared a Tokui-Waza, any of your Freestyle Physical Combat cards
that say "Remove from the game after use" gain the text "Place
at the bottom of your Life Deck after use" instead. All of your physical
attacks do +1 power stages of damage.”
Vegeta's Dragon Ball Capture (Saiyan Saga - #241) - Players may not use a Dragon Ball card’s power if
the Dragon Ball card is "captured" using this card power. If you
“re-capture” your own Dragon Ball from your opponent in this way, put the
Dragon Ball on the bottom of your deck.
Vegeta’s Energy Blast (Saiyan
Saga - #119) - Treat this card as if it read, “Saiyan Heritage only. Use when
needed. This must be your first card played during Combat. Raise your Main
Personality to its highest power stage. Remove from the game after use.
Vegeta’s Energy Blast (Broly
- #36) – This card’s title is “Vegeta’s
Energy Detonation”.
Vegeta’s Jolting Slash (Frieza
Saga - #17) - Treat this card as if it read, “Energy attack. Stop all physical
attacks performed against villains for the remainder of Combat. Lower your
opponent’s anger 2 levels. Remove from the game after use.”
Vegeta’s Physical Stance (Saiyan Saga - #28) - Treat this cards as if it read, “Stops a physical
attack. Stops all physical attacks performed against you for the remainder of
Combat. Remove from the game after use.”
Vegeta's Smirk
(Burger King - #BK7) – This card gains “Remove from the game after use.”
Vegeta’s Trick (Saiyan
Saga - #240) - When you play this card, continue revealing the top cards of
your opponent’s deck until you reveal a Dragon Ball. Set that Dragon Ball aside
and shuffle your opponent’s deck. Place the Dragon Ball on the bottom of the
shuffled deck.
Vile Energy (Kid Buu
Saga - #123) - Treat this card as if it read, “Energy attack. If your opponent
has more Drills in play than you, you may search your Life Deck for a Drill and
place it into play until you have the same number of Drills in play as your
opponent, or until you have no more Drills in your Life Deck that are playable
(whichever happens first). Limit 1
per deck.”
Watching From Afar (Majin
Buu Saga - Preview #4) - This card gains “Remove from the game after use.”
What Was I Thinking (Trunks
Saga - #118) – The ally is immediately in control when it is placed into play
with this card, and that ally can use “When Entering Combat” powers.
Where There’s Life, There’s Hope (Trunks Saga - #157) – You cannot use this card if a card effect is
specifically making you lose the game. You can use this card if your opponent
is specifically winning the game.
If you run out
of cards in your Life Deck by drawing cards from it, you are still allowed to
use Where There’s Life There’s Hope to
keep your opponent from winning by the survival victory until the beginning of
his next turn.
If you use this
card in a Tuff Enuff event and you still lose the game, you do not lose the
game with an Overkill, even if the original attack that made you use Where There’s Life, There’s Hope would
have been an Overkill.
Who’s Da Man! (Cell
Games Saga - #113) – The +4 power stages of damage to all of your physical
attacks last for the remainder of Combat.
Winter Countryside (Android
Saga - #93) – You can only raise your anger 1 level from each card while Winter Countryside is in play. If
the card stays on the table to be used multiple times and it raised your anger
the first time you used the card, you do not get to raise your anger again from
that card.
Winter Countryside “resets”
at the end of each turn, so you can use Masteries and other cards that stay in
play over multiple turns in future turns.
Winter Countryside vs.
Paragus Lv.1 (Babidi
Broly Subset #31) – Because Winter
Countryside caps the amount of anger you gain, and not prevent or
lower, you would still only raise your anger 1 level from card effects.
Yajirobe’s Gifting Drill (Frieza Saga - #63) - Treat this card as if it read, “Reduce the damage
from all attacks performed against you by 1 power stage or 1 life card of
damage.”
Yamcha Lv.1 (Saiyan
Saga - #84) – This card is an Uncommon and has a 3-Star Dragon Ball.
Treat this card as if it read, “Energy attack doing 2 life cards of
damage.”
Yamcha Lv.2 (Saiyan
Saga - #85) - Solar Flare forces your opponent to “skip” his next “Attacker
Attacks” phase, meaning you may not pass to end Combat.
Yamcha’s Good Wishes (Frieza
Saga - #108) - Treat this card as if it read, “Stops a physical attack and
stops all physical attacks for the remainder of Combat. Remove from the game
after use.”
You’re Invited (Grand
Kai Invitational - #GKI1) – When your opponent plays a Battleground or Location
card during his Non-Combat Step or uses a card effect that says he must skip or
pass Combat that turn (and the next turn in the case of Long Journey), you can still use You’re Invited during their
Declare Step to make them “declare”, but the Combat Step is skipped entirely
and never happens.
Zangya - Any cards
that say “Zanya” or have “Zanya” in the title should be treated as if they read
“Zangya” instead.
Panini Cards
(Taken from
most recent print of CRD dated 3/11/2015)
Premiere Set
S2 Vegeta –
Villainous and S3 Vegeta – Empowered
These Powers
only apply to attacks that raise your anger as an immediate effect (HIT effects
do not apply). If you are unable to raise your anger, the modifier is not
applied.
S8 Goku, Super
Saiyan:
Treat this card
as if it reads “Search your Life Deck, discard pile, and Banished Zone for a
total of up to 5 Drills and place them into play.”
S18 Frieza –
Transformed:
This effect is
considered a copied attack.
S25/R145 Saiyan
Empowered Mastery:
Raise your anger
1 level for each Styled card that is Rejuvenated.
S30/R145
Namekian Knowledge Mastery:
Treat this card as
if it reads “Whenever one of your effects during combat Rejuvenates or shuffles
cards into your Life Deck, raise your anger 1 level. After a Namek Dragon Ball
enters play under your control, destroy the top card of your opponent’s Life
Deck.. While you control 1 Dragon Ball, it cannot be captured by a critical
damage effect.”
S37 Black
Targeting Drill:
Your effects
that target specific cards to be discarded are not affected by Black Targeting
Drill. For example, Stare Down would discard the chosen card.
S65 Blue Guard:
Treat this card
as if it reads “ (If this card would be discarded from your hand by a card
effect, you may banish it instead to draw a card). Stops an energy attack.”
C15 Black
Corruption
Treat this card
as if it reads “(If this card is discarded from your hand by one
of your card
effects during combat, banish the top 2 cards of your opponent’s Life Deck.)
Stops an energy attack. Raise your anger 1 level and lower your opponent’s
anger 2 levels.”
C19 Black
Punishment:
Treat this card
as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life
cards. Raise
your anger 1 level. HIT: Until the start of your next turn, whenever a card
banishes itself after use your opponent destroys the top card of his Life
Deck.”
U6 Captain Ginyu
– Body Change and U7 Captain Ginyu – Frog:
These Powers
only prevent “discarding” an Ally, such as using a Critical Damage effect.
Effects that destroy or banish Allies are not prevented.
U66 Blue
Avoidance and S144 Blue Swift Block:
When you copy an
attack, treat it as if you played an invisible copy of the card yourself. You
do not receive any modifiers that the opponent applied to the attack, and AT
damage is calculated from your personality’s power level.
If you copy an
attack that stays on the table to be used again, it is not present on the table
for a second use. If you copy an attack that attaches, the invisible copy does
not attach.
U144 Quickness
Drill:
Treat this card
as if it is an Instant Power (thus it may only be used once per turn).
R124 Black
Disorienting Blow:
Hero/Villain
only cards and Named cards are for deck construction purposes only, and may be
targeted regardless of your MP’s name or Alignment. You may not play
Events that have
a contextual timing, such as Time is a Warrior’s Tool or Heroic Energy Sphere.
R125 Black
Reflection:
After resolving
the attack, treat the targeted card as though it was played by
your opponent.
If it is banished after use, it will return to your opponent’s Banished Zone.
If it is discarded after use, it returns to your opponent’s discard pile. If it
would be shuffled into a Life Deck after use, shuffle it into your opponent’s
Life Deck. You may target any attack card, including Setups. You may not target
cards that conditionally perform attacks, such as Allies.
R126/P16 Black
Scout Maneuver:
Treat this card
as if it reads “(Banish after use.) POWER: Name a
Physical Combat,
Energy Combat, or Event card. Search your opponent’s Life Deck for all copies
of that card and banish them.”
R138 Orange
Searching Maneuver:
Search for the
drill immediately, and set it aside to be placed
into play at the
end of combat. If it is unable to enter play at that time, it remains outside
of play (separate from the banished zone) until the game ends.
R139 Orange
Uppercut:
Treat thiscard
as if it reads “ (Banish after use.) Physical attack. DAMAGE: AT +4 stages. You
may pay 2 power stages to search your Life Deck for a Styled Energy Combat card
and place it
into your hand.”
R144 Red
Observation:
This card has no
cost to play, and may be used regardless of your MP’s
current power
stages. If you are able to pay five or more stages for the first effect, you
must. If you are unable to pay, move on to the next sentence and resolve the
remaining effects normally.
P17 Piccolo’s
Special Beam Cannon:
Treat this card
as if it reads “Energy attack costing 2 stages. DAMAGE: 3 life cards.
Rejuvenate 1. HIT: Name two different non-Dragon Ball cards. Search your
opponent’s Life Deck for 1 copy of each card and banish them.”
Heroes & Villains
C40 Orange
Crashing Drill:
Treat this card
as if it reads “When this card is entering play during combat, your opponent
destroys the top card of his Life Deck. When this card is leaving play during
combat, your opponent destroys the top card of his Life Deck.”
C42 Orange
Nudge:
The drill is
returned even if it is not in your discard pile at the end of combat.
You may search
your Life Deck, hand, or Banished Zone for the targeted drill and place it into
play.
C60 Combination
Drill:
Treat this card
as if it was both Instant Power and Continuous Power (thus it must be used
whenever you enter combat). If your opponent uses the effects of this drill, it
does not
allow you to
then choose a new drill to destroy.
U71 Trunks –
Bashful
Treat this card
as if it was both Instant Power and Continuous Power (thus it may be used even
when your MP is more than one stage above zero).
U100
Tenshinhan’s Preparation:
The user of this
card destroys the top 2 cards of his or her Life Deck first, then the opponent.
R127 Saiyan
Outrage:
Treat this card
as if it reads “(Banish after use.) Power: Stops a physical or energy attack.
If the defending personality has a higher power level than the attacking
personality, then at the end of combat you may search your Life Deck for a card
that can attach to your MP and
place it into
play attached.” (Note: this is reflected in the printing of P10 Saiyan
Outrage).
R131 Isolation:
Treat this card
is if it reads “(Banish after use.) Instant Power: Use when entering
combat. Drills
and Allies lose all effects until the end of combat. Allies cannot make actions
nor have damage redirect to them this combat.”
The Movie Collection
C2 Master Roshi
- Scouted:
Treat this card
as if it reads “(Heroes only.) Players cannot use effects to search a player's
Life Deck.
C5 Dr. Wheelo -
Intelligent:
Treat this card
as if it reads “(Villains only.) POWER: Banish “Dr.Wheelo” to choose an Ally,
Drill, or Setup in play and shuffle that card into its owner’s Life Deck.
C14 Black Flying
Knee:
You may name the
same card twice, but two copies must be revealed.
C28 Namekian
Mouth Beam:
Treat this card
as if it reads “(Banish after use.) ENDURANCE 1. Energy
attack costing 2
stages. DAMAGE: 4 life cards. HIT: Choose a Styled card with a shield icon in
your discard pile and Rejuvenate it.”
C60 Lookout
Drill:
Treat this card
as if it reads“ (After this Drill enters play from your hand, Rejuvenate 1.)
The first time each turn an opponent’s effect would cause you to destroy or
banish cards from the top of your Life Deck, reduce that amount to 0.”
U100 Saiyan
Upward Kick:
This effect also
prevents your opponent from “raising” stages. Note that leveling up allows you
to “set” your MP to 10 stages above zero.
R139 Pulverize:
You would search
your Life Deck for the Physical Combat or Energy Combat attack
card, reveal it,
shuffle your Life Deck, and then place the chosen card on top.
P9 Orange Stare
Down
Treat this card
as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life cards. Banish an
opponent’s Setup, Drill, or Ally.”
P4 Red Shoulder
Grab:
Treat this card
as if it reads “Physical attack. DAMAGE: AT +3 stages. Raise
your anger 1
level. For the remainder of combat, all of your other attacks are considered to
deal critical damage.
Evolution
S81 Namek Dragon
Ball 6:
Treat this card
type as if it reads “Dragon Ball.”
S97 Namekian
Reinforced Block:
Treat this card
as if it reads “ENDURANCE 2. Stops a physical attack. Your Dragon Balls cannot
be captured this combat.”
S107 Orange
Joint Restraint Drill
Treat this card
as if it reads “Your physical attacks deal +2 stages of damage.”
S109 Orange
Cover Up:
Treat this card
as if it reads “ENDURANCE 1. Stops a physical attack. Also stops a physical
attack in your opponent’s next action.”
S148 Red
Lightning Slash:
Treat this card
as if it reads “Physical attack. DAMAGE: AT stages. Raise your anger 1 level.
HIT: You may lower your anger 2 levels to destroy all of your opponent’s Allies
or all of his Drills.”
C15 Blue Knee:
Treat the
Instant Power icon on this card as if it were an attack icon
.
C42 Red Quick
Jab:
Treat the Instant
Power icon on this card as if it were an attack icon
.
C52 Saiyan
Empowered Smash:
Treat this card
as if it had an attack icon.
U79 Red Forceful
Strike:
Treat the
Instant Power icon on this card as if it were an attack icon.
U84 Saiyan Sword
Strike:
Treat this card
as if it reads “ Physical attack. If your opponent passed as his last action
this combat, this attack cannot be stopped nor have its damage prevented.
DAMAGE: AT +4 stages.”
R122 Saiyan
Tracking Blast:
Treat the
Instant Power icon on this card as if it were an attack icon
.
R126 Android
18’s Toss
Treat the
Instant Power icon on this card as if it were an attack icon.
R130 Android
20’s Domination:
Treat this card
type as if it reads “ Physical Combat.”
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