This is the current official errata from Score. You can also find it at the Official DBZ Card Game website.
Tournament Banned Card List
1) The card Dream Machine Battle is banned in all official DBZ tournaments.
Rules Clarifications & New Rulings.
Deck Size
1) All Tournament decks must have at least 50 cards and no more than 75 cards. Your Main Personality cards (all levels), and a Mastery card (if using one) are counted as part of the deck.
Named Cards
1) A Main Personality may have up to 4 duplicates of any of his named card in his deck, instead of the normal limit of 3, which applies to all other named cards.
2) Cards such as Gohan's Physical Attack and Vegeta's Physical Stance are available to any character, and any character may use them and get all of their effects. For example, Gohan's Physical Attack says, "Physical attack. Gohan gains 1 anger level. Increases Gohan's power rating by 5 stages." If Piccolo, or any other character, were to use this card, he would gain the anger, as well as the power stages.
3) If a card text contains, "(name here) only", then this card may only be used by that personality. If the card text includes the sentence, " If used by (name here) it stays out on the table to be used one more time in this combat", only that specific character may use that specific effect, but any other effects happen for any of the other characters that use this card.
For example, Goku's Physical Attack reads, Physical attack, plus draw the bottom card from the discard pile into your hand. If used by Goku, stays out on the table to be used one more time in this combat." Any personality may use this card, but Goku is the only personality that may gain the effect that allows the card to be used later in Combat. If Goku used this card and it was kept it in play, then any personality may use it the second time.
4) Number 2 and 3 apply only to the Saiyan Saga. From the Frieza Saga an up, if a character's name is listed in the card rules anywhre, then the effects of that part of the card apply to that character, and that character only.
Ex. Trunks Saga #31 Garlic Jr.'s Kyokaika Technique -- Power: Physical attack doing 7 power stages of damage. Remove from the game after use. Unless your Main Personality is Garlic Jr., limit 1 per deck.
Any character may use this card, but Garlic Jr. is the only character that may have more than 1 of this card in his deck.
Allies
1) NEW RULING: You can have up to 3 of each Level (Level’s 1-2) of Saibaimen in play, and you can have them separate from each other, or overlay them, depending upon your playing style. That means that you can have up to a total of 6 Saibaimen allies in play (3 Level 1’s and 3 Level 2’s). You cannot do this, however, if you or your opponent are playing Saibaimen as a Main Personality.
2) NEW RULING: The High-Tech card versions of Level 1 Main Personalities cannot be used as allies in tournament play.
3) Hero Main Personalities can have only Hero allies, and Villain Main Personalities can have only Villain Allies.
4) Allies are placed in play during the Non-Combat step, and players may place in play as many allies as they wish during this step. Players may not have more than one Personality card of the same ally in play at one time.
Example: A player can have Nappa Level 1 out in play as Vegeta’s ally, or a Nappa Level 2 out as Vegeta’s ally, but a player cannot use both of these versions of Nappa at his different levels as two SEPERATE allies.
5) A player can have one level of an ally in play, and another player can have a different level of the same ally in play. Both players cannot have the same level ally in play at the same time.
Example: One player can have a Level 1 Nappa in play as an ally, and their opponent can have a Level 2 Nappa in play as an ally. Both players cannot have Level 1 Nappas in play at the same time or have Level 2 Nappas in play at the same time.
6) A player can overlay a higher level ally on top of a lower level ally, in numerical order and when this occurs that ally powers up to full. When this happens, that player’s opponent(s) can place any lower level versions of that ally in play as an ally.
Example: Player A places a Nappa Level 2 on top of the Nappa Level 1 ally that is already in play, and Nappa Level 2 powers up to full. His opponent Player B, can now place a Level 1 Nappa in play as an ally.
7) Allies can be chosen to benefit from power-up cards instead of the Main Personality, unless the power up card specifies its power benefits the player’s Main Personality only.
8) A player can have duplicate or different levels of an opponent’s Main Personality in his/her deck. The player cannot place these cards in play as allies until the player who has that character as his/her Main Personality is eliminated from the game (for multi-player use).
Allies in Combat
1) When attacked, after all Combat effects have been resolved, and damage is calculated, the defending player can choose to have the damage dealt to either his Main Personality, or any one ally. All damage is dealt to the selected personality. If an ally is reduced to 0 power stage, all remaining damage/drain is taken from the life deck.
2) An ally may assume control of a battle during any phase of Combat when the Main Personality is at 0 or one stage above 0. The player can make the decision to transfer the control of the battle to an ally even after his/her opponent declares an attack. An ally can also transfer control to another ally in play or the Main Personality during any phase of Combat. The Main Personality resumes control immediately after Combat ends.
3) Main Personalities’ allies may use their Personality card powers only once per Combat.
4) If an ally assumes control of a battle, then use his power stages for computing damage, and not the Main Personality’s power stages.
5) Card powers that stop an opponent from making a physical or energy attack in the next Combat phase can be directed only at a Main Personality or an ally. (Note: The term foe refers to your opponent).
Tokui-Waza
1) The only cards that count for or against a Tokui-Waza are cards that have a martial arts style in the title.
The martial arts styles are: Red, Blue, Orange, Black, and Saiyan.
Example: A player can have Dragonballs, Non-Combat cards, Move cards (cards with the word Move in the title), and Named cards in any Tokui-Waza deck.
Players cannot use cards in their deck that have a martial arts style in the title (i.e. Blue, Saiyan, etc…) other than the one martial arts style they have selected.
Example: Player A has Dragonball 3, Straining Ankle Smash Move, Senzu Bean, and Tien’s Physical Attack in a Black Tokui-Waza deck, and those cards won’t count against it.
Saiyan Heritage
If a card says Saiyan Heritage only, it means that only Saiyan personalities such as Vegeta, Goku, Gohan, Nappa, Raditz, and Trunks may use these cards. Any cards that have used the phrase Villians, Goku, and Gohan only, should be treated as if they said Saiyan Heritage only. (Introduced in the Trunks Saga)
Drill Cards
Drills are Non-Combat cards whose card title ends in the word “Drill”. These cards stay in play and can be used multiple times throughout your turn, unless the rules text on the card states otherwise.
1) A Player can have only one martial arts style of Drill in play at one time (Red, Blue etc.), but can have different Drills of the same martial arts style in play at the same time.
Example: A player can have a Blue Enemies Drill and Blue Cradle Drill in play at the same time, but cannot place a Black Takedown Drill in play along side the two blue Drills.
2) Players cannot have duplicates of the same Drill card in play at the same time (with the exception of Named drills).
3) Drills stay in play until the players Main Personality goes up a level or a card power removes the Drill card(s) from play. When a Main Personality changes levels, all of that player's drills are discarded immediately.
4) If a Main Personality is forced to go down a level, all of his Drills stay in play, and that Main Personality’s power rating is set to 5 stages above 0.
5) Restricted Drill cards are Drill cards that contain the following in the card power text, Cannot be used with other (martial arts style) Drills in play on the table”. These cards cannot be placed in play if there are any other (martial arts style) Drills in play on the table.
Example: If Player A wishes to place a red Drill in play, and the restricted Drill is already in play, the restricted Drill is discarded immediately when the red Drill is placed in play.
6) If a player places in play a duplicate of a restricted Drill that his/her opponent(s) has in play, then both restricted Drill cards are immediately discarded.
Example: If Player A places Orange Energy Drill in play and Player B has already has Orange Energy Drill in play, both Players discard Orange Energy Drill.
7) When a player has a Drill in his/her hand that cannot be placed in play because it doesn’t match the martial arts style of Drill he/she already has in play, he/she may show it to his/her opponent(s) and shuffle it into his/her life deck.
A player can decide NOT to do this and can retain the card(s) in his/her hand.
Regardless of which choice the player makes, that player does not draw another card from the life deck to replace the unusable Drill card.
8) Drills that add a + to attacks, do the extra specified damage, even if the original attack does not do that type of damage.
Example: Player A has Orange Joint Restraint Drill in play (Allows the attacker to inflict +4 stages of damage from any successful physical attack). During Combat Player A successfully attacks with the physical Combat card Tien’s Physical Attack (Physical attack doing 5 life cards of damage). The attack would then deal 5 life cards of damage and Orange Joint Restraint Drill would add 4 power stages of damage to player A’s opponent.
Named and Colorless Drills
1) Named Drill cards (Drill cards with Personality names in the card title) and Colorless Drill cards (Drill cards without a martial arts style or Personality Name in the card title) may be placed in play with other martial arts style of Drill (Red, Saiyan etc.) without restriction. Players may also have multiples of these cards in play.
2) The Named card rule also applies to Named Drills. A player can include in their Life Deck up to 4 duplicates of any card with the name of their Main Personality in the card title, including Drills.
3) Named and Colorless Drills are discarded just like other Drills when the Main Personality gains a level.
4) Named Drill cards are not subject to the duplicate Drill card restriction, you can have maximum of 4 duplicate Named Drill cards in play.
Dragon Balls
1) NEW RULING: If you discard a Dragon Ball while you discarding life cards due to a successful attack, the Dragon Ball card does not count as a life card of damage. Regardless of whether the Dragon Ball is removed from the game or placed at the bottom of your life deck, it does not count towards the amount of life card damage total.
Example: Player A successfully performs an energy attack resulting in Player B taking 4 life cards of damage. Player B discards two cards from his/her life deck, but the third card to be discarded is Earth Dragon Ball 4. Earth Dragon Ball 4 is not in play so Player B places Earth Dragon Ball 4 at the bottom of his/her Life Deck. Player B must now discard two life cards to conclude the damage.
2) If a player only has Dragon Ball cards left in his/her Life Deck, then that player loses the game if Life cards of damage are dealt to them.
Example: Player A’s life deck contains only 3 Dragon Ball cards. Player B inflicts 1 life card of damage on Player A due to a successful physical attack. Player A loses, because he/she cannot discard a life card.
3) Dragon Balls are Non-Combat cards, and are played during the Non-Combat Step. When a Dragon Ball card is placed in play, the player MUST use its power(s) immediately.
4) Dragon Balls cards numbered 1-7 are restricted to one copy per deck. You can have only one of each numbered Dragon Ball card in your deck
Example: Player A has one Earth Dragon Ball 1, one Earth Dragon Ball 2 etc. in his/her deck.
5) When a player discards a Dragon Ball card from their hand or their Life Deck, check and see if a duplicate is in play. If a duplicate is in play, remove the discarded Dragon Ball card from the game. If there is not a duplicate in play, place the discarded Dragon Ball card at the bottom of your life deck.
Capturing Dragon Balls
1)When a single attack forces another player to discard 5 or more life cards from his/her life deck, the attacker can choose to capture one of the defending opponent’s Dragon Balls cards that is in play.
2) If Bulma, Krillin, Saibaimen, Chi-Chi, Tien, or Yamcha are used as allies that have taken over the battle, players can choose to have that ally capture an opponents Dragon Ball card in play, instead of doing damage from an attack.
The ally must make a successful attack on the opponents Main Personality and force one or more life cards of damage. That ally can then choose not to deal the damage, and instead capture a Dragon Ball card in play.
3) When a Dragon Ball is captured, the player who captures it may decide to use its power immediately.
Achieving a Dragon Ball Victory
1) When a player has all 7 Dragon Balls in play under his/her control, that player wins.
2) If a player has captured the last Dragon Ball card that he/she requires to achieve a Dragon Ball Victory, that player must wait until the beginning of his/her next turn in order to win by achieving a Dragon Ball Victory.
If that player still controls all of the Dragon Balls at the beginning of his/her next turn, he/she wins the game. But if any of those Dragon Balls are stolen from that player during that time, and that player steals them back, then that player must wait another turn before achieving a Dragon Ball victory.
Anger and Levels
1) Players track their Main Personality’s Anger Level using the Warrior Sword. When the Main Personality reaches 5 or more anger on the Warrior Sword, that Main Personality progresses to its next level immediately, and raises his power level to full. All levels of a main Personality must be placed in play in numerical order.
2) Once the Main Personality has progressed a level, players reset the Warrior Sword to 0. If your Main Personality’s anger is being raised by 2 points and he needs only 1 point to progress up to the next level, the extra anger does not carry over.
3) If a Main Personality progresses up a level during Combat, that Main Personality can use the card power indicated in the card rules text of the higher level personality card during that Combat.
Energy Attacks
1) Unless otherwise specified, energy attacks do 4 life cards of damage, and cost 2 power stages to perform. If paying the 2 power stage cost would reduce a player’s Main Personality/Ally power rating below 0, then the player cannot perform the attack.
2) Even if an energy attack is blocked, the cost of the energy attack is still paid.
Physical Attacks
1) If a player’s Main Personality/Ally reaches 0 power when taking physical damage/drain/stages, and still has more damage to take, the remaining damage is taken as life card damage. 1 life card is removed from the life deck for every stage of damage that remains, unless otherwise specified.
2) Some cards have two parts to their card power, such as a card power reading “Physical attack. Raise the card user’s anger by 1”. If the word “or” is in the card power’s text, the player must choose which power to use. If or does not separate the two parts, then each of the card powers occurs immediately. While the physical attack can be successfully blocked, it will not affect, the attacker’s anger being raised, which occurs before the defender can act.
3) If a player wishes, at any time during Combat, a player can discard a card from their hand to do a Final Physical Attack to their opponents Main Personality or ally, in the case of an ally taking control of the battle. This acts like a normal physical attack, but does not have any modifiers or special effects. Just compare the Main Personality/Ally‘s power stages on the Physical Attack Table and deal the resulting damage. A player who decides to make a Final Physical Attack must pass in all of the remaining phases of Combat and is unable to attack or block for the remainder of the Combat.
Combat
1) The defending player draws 3 cards when Combat has been declared. The defender does not draw anymore cards after this (with the exception of card powers).
2) As the attacker, a player can decide to pass, or can attack the defending player in one of four ways.
Use a Combat card from his/her hand,
Use one of the card effects from Non-Combat cards in play under his/her control.
Use a card power indicated in the power text on a Main Personality card.
Make a Final Physical Attack
(all of the above take up this attack phase).
3) The defending player can do one of the these 3 things in response to the attack BUT only if it blocks some or all of the damage.
Note: A starburst Icon on a Combat card does not necessarily mean that card can block an attack:
Use a Combat card to block an attack
Use one of your Non-Combat cards to block the attack.
Use a card power indicated in the power text on a Main Personality card to block the attack/damage.
4) Once both players have consecutively passed, Combat is over for the turn.
5) Cards that stop Combat, such as Saiyan Truce Card, Nappa’s Blinding Stare and Earth Dragon Ball 6, can be used as a defense or attack, and if they are used as a defense, they stop combat before damage is dealt, according to the Combat Timing Sequence Non-Combat Cards
Non-Combat Cards
1) NEW RULING: Non-Combat card’s powers indicated in the card text cannot be used during the Non-Combat step.
2) Non-Combat cards are placed in play during the Non-Combat step. Allies count as Non-Combat cards (while in your hand, but not when they are played), and are placed in play during this step. There is no limit to the amount of Non-Combat cards you may place in play, or may have in play. Any Non-Combat cards drawn into your hand during the Combat step cannot be placed in play until your next Non-Combat step.
Non-Combat card powers that are indicated in the card text may ONLY be activated during the Combat step. When a player places a Dragon Ball card in play, the player must still use the card power, but you may use cards such as Senzu Bean, or Blazing Anger during only Combat.
Example: Player A places the Power Up the Most card in play during his/her Non-Combat step, and enters his/her Combat. The defending player B draws his/her 3 cards, and player A attacks with his/her Power Up the Most that was placed in play during the Non-Combat step.
3) Non-Combat cards are discarded after players have used the card special powers indicated in the card rules text, unless they are Drills or Dragon Balls.
Discarding
1) At the end of every turn, all players discard down to, at most, one card in their hand.
2) When a player decides to pass/skip the entire Combat step, that player can take the top card of his/her discard pile, after he/she has discarded. This card is then placed face down at the bottom of his/her life deck, as a bonus for not attacking.
Vegeta & Nappa Rule in two-player Games
NEW RULING: The Nappa/Vegeta rule is no longer in effect. When starting a two-player game, look at the beginning power stages of each Main Personality. If one is one-half or less of the other, use this option. Take the higher personality and set his scouter at two above 0. Take the lower personality and set his scouter at the maximum for the card. Allow the lower personality to begin the game.
Combat Timing Sequence
Use the following chart to determine the order in which damage and all types of effects resolve during Combat.
1) The attacker uses a Non-Combat card or personality power, or plays a Physical Combat, Energy Combat, or Combat card from his hand, or passes (if the attacker passes, skip to 14).
2) The attacker pays costs, if any, associated with that card or power.
3) Resolve all secondary effects on the card or power (secondary effects are those effects not directly associated with an attack. This does not include effects within the same sentence as the attack and effects with the clause “If successful” attached to it).
Ex. “Energy attack for 8 life cards of damage that costs 3 power stages to perform.”
The cost for this attack is 3 power stages, which is resolved now.
4) The defender plays a card from his hand or uses a Non-Combat card or personality power to defend against that attack.
5) Resolve all secondary effects from the defender’s card or personality power.
Ex. “Energy attack. Raise your anger 2 levels. Lower opponent’s anger 2 levels. Limit 1 per deck. Remove from the game after use.”
The raising of your anger, and lowering of your opponent’s anger are the secondary effects of this attack, and are resolved now.
6) If the attack was not stopped, the defender may now activate any Defense Shields.
7) If the attack is not stopped at this time, the attack is considered successful (an attack is considered successful even if it deals no damage).
8) Determine the Base Damage, if any, from the attack (Base Damage is damage that is calculated by consulting the Physical Attack Table for physical attacks, unless it is already stated on the physical attack; or Base Damage is the amount of damage an energy attack would do as stated on the card; all of which do not include modifiers from the attack or other effects generated by Drills or any other cards).
Ex. “Energy attack doing +2 power stages of damage. Raise your anger 1 level.”
The Base Damage for this attack is 4 life cards of damage.
9) Add any modifiers, from the attack, Drills, personality powers, etc., to the base damage.
10) Any power stages of damage from the attack are dealt.
11) Any life cards of damage from the attack are dealt.
12) Any “If successful” effects that the defender has are used. If there are multiple “If successful” effects, the defender gets to decide the order in which those effects happen.
13) Any “If successful” effects that the attacker has are used. If there are multiple “If successful” effects, the attacker gets to decide the order in which those effects happen.
14) The defender now becomes the attacker and repeats steps 1-14. If both players consecutively pass, Combat is now over.
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Card Clarifications
Saiyan Saga
#17 Hidden Power Level - Treat Hidden Power Level as if it read, Physical attack. Power your Main Personality up to its highest power stage.
#25 Goku's Physical Attack - Remove from game after use.
#28 Vegeta’s Physical Stance - These cards should read, Stop a physical attack and stop all physical attacks for the rest of Combat.
#30 Fall 7 Times, Get Up 8 and #31 Fortify Your Spirit -- If Player A has multiple duplicates of these cards in play, or other cards that have this same power, then Player A chooses one of these cards to use. The other(s) would stop any future “successful” attack(s).
#39 Straining Ankle Smash Move - Treat thid card as if it read, Play this card out of turn, immedietly after your opponent attacks you and pays any cost for the attack. Lower your opponent's Main Personality 4 stages, before damage is calculated.
#43 Senzu Bean - Treat Senzu Bean as if it read, “Power your Main Personality up to its highest power stage. Remove from the game after use.”
#45 Saiyan City Destruction -Villain Main Personalities may only use this card. When this card is used that Villain skips his next Combat step.
#46 Goku Anger Attack - Doubles the base damage (damage from the Physical Attack Table), before you add modifiers from Drills.
#75 Earth Dragon Ball 3 - Treat this card as if it read, Draw 3 cards and place the top card of your discard pile at the bottom of your Life Deck.
#76 Earth Dragon Ball 4 - When this card is placed in play, increase your Main Personality’s anger by 2 levels. The card’s power to ‘end the next Combat a player is forced into’ “remains active” until that player’s opponent declares Combat. When Combat is declared this effect stops Combat and Combat immediately ends (do not draw cards, do not take damage).
#82 Tien Level 1 - Multi-form explained: The controlling player makes a Physical attack, that player’s opponent defends, the player makes another Physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual.
#86 Chi-Chi Level 1 - Chi-Chi’s power can be used once per turn to block a Physical attack made on Gohan or Goku. Your Main Personality doesn’t have to be at 0 or one stage above 0 in order for Chi-Chi to use this power.
#90 Mother Touch - Treat this card as if it read, Stops a physical or energy attack. Remove from the game after use.
#105 Chiaotzu Level 2 - If Chiaotzu is your Main Personality, and you use his power, Chiaotzu is removed from the game, and u lose.
#119 Vegeta’s Energy Blast - Any Personality may use this card. This card can be used before or directly after the defender draws his/her cards, but it can’t be used at any other time.
#120 Nappa's Energy Aura - Treat this card as if it read, Stops an energy attack, stop all energy attacks performed against you for the remainder of the combat.
#121 Nappa’s Physical Resistance - These cards should read, Stop a physical attack and stop all physical attacks for the rest of Combat.
#124 Red Penetrating Defense Drill - 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.
#125 Blue Off-Balancing Drill - Treat this card as if it read, All of your physical attacks do +1 power stages of damage.
#126 Orange Lifting Drill - A player may activate this Drill only during that player’s turn, and only once per turn, and it must be used during Combat in place of an attack.
#127 Black Takedown Drill - The player who has this Drill in play draws a card ONCE per Combat after he/she performs an attack.
#128 Red Knee Pick Drill - Treat this card as if it read, When entering Combat as the attacker, you may draw a card.
#129 Blue Decieving Drill - Treat this card as if it read , When entering Combat as the defender, you may gain up to 3 power stages.
#130 Orange Tripping Drill - 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.
#131 Black Bear Hug Drill - Treat this card as if it read, All of your physical attacks do +2 power stages of damage.
#132 Red Rolling Drill - 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.
#133 Blue Reversal Drill - Using this Drill’s power takes the place of a player’s attack. A player can only use the most recent physical attack made against that player this Combat (stopped or unstopped). Copy the physical attack and modifiers from that attack only (i.e. Physical Attack +3), and no other effects of the attack.
#136 Black Freestyle Drill- Treat this card as if it read, When 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.
#137 Orange Spontaneous Drill - Treat this card as if it read, When receiving damage from a physical attack, you may draw the bottom card of your discard pile.
#139 Red Wrist Control Drill - Treat this card as if it read, For every 3 power stages you lose, per attack, your opponent loses 1 power stage, down to 0.
#140 Red Reading Drill - Treat this card as if it read, Once per Combat, you may take 1 less life card of damage from any attack.
#141 Blue Enemies Drill - 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.
#142 Orange Energy Drill - 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.
#143 Black Physical Drill - 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.
#144 Red Coordination Drill - Treat this card as if it read, When entering Combat as the defender, you may draw a card.
#145 Blue Breakfall Drill - 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.
#146 Orange Body Shifting Drill - 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.
#147 Black Striking Drill - Treat this card as if it read, All of your physical attacks do +2 power stages of damage.
#148 Red Pressure Point Drill - 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.
#149 Meditation Drill - Treat this card as if it read, When entering Combat, you may shuffle your life deck or discard pile.
#150 Blue Neck Restraint Drill - Treat this card as if it read, All of your physial attacks do +3 power stages of damage. Cannot be used wirh any other Blue Drills in play.
#151 Orange Joint Restraint Drill -- Treat this card as if it read, All of your physical attacks do +4 power stages of damage.
#152 Black Defender Drill - Treat this card as if it read, All energy attacks performed against you, do 1 less life card of damage, to a minimum fo 0
#155 Piccolo Defense Drill - Treat this card as if it read, All energy attacks performed against you, do 1 less life card of damage, to a minimum fo 0
#156 Ally’s Sacrifice - Treat this card as if it read, Stops all damage directed at you for the remainder of that Combat. Discard one of your allies in play to use this card”.
#163 Piccolo Level 3 - Multi-form explained: The controlling player makes a Physical attack, that player’s opponent defends, the player makes another Physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual.
#164 Gohan Level 1 - If a successful energy attack is performed against Gohan, he may raise his anger 1 level.
#165 Gohan Level 2 - His power is considered a Physical Attack.
#182 Krillin Level 1 - Draw a card when entering any Combat.
#183 Raditz Level 1 - This power may be used during Combat, and must take place of an attack.
#185 Nappa Level 1 - When entering any Combat, raise Nappa’s power 2 stages.
#186 Earth Dragon Ball 6 - 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, as an attack or a defense. At that time, the player who controls the Dragon Ball raises his Main Personality to its highest power stage.
#187 Earth Dragon Ball 7 - When this card is placed in play, all of the controlling player’s opponents anger is lowered 2 levels. The controlling player may play this card in play from his hand during Combat, ins Non-, that player does not get to end Combat. The controlling player may place this card hand during Combat, in place of an attack or as a defense, to end Combat. If this card is placed in playy during the controlling player's Non-Combat step, that player does not geto to end Combat.
#188 Earth Dragon Ball Capture - This card cannot be stopped by cards that stop physical attacks.
#189 Earth Dragon Ball Combat - If the energy attack is stopped, the controlling player cannot steal a Dragon Ball later in Combat. The effect counts only for this energy attack.
#192 Teaching the Unteachable Forces Observation - Treat this card as if it read, Use this card at the end of your opponent's Power Up step. Your opponent may not declare Combat this turn.
#195 Hero Advantage - The last sentence of this card should read, “If there are not enough cards in the discard pile, this card cannot be used.”
#197 Saiyan Battle Terms- This card cannot target Dragon Balls.
#198 Saiyan Appraisal Maneuver - This cards cannot target Dragon Balls.
#199 Dream Fighting - Treat this card as if it read, Stops a Combat. Place the bottom card of your disvard pile at the bottom of your life deck. Remove from the game after use.
#200 Citting the Tail - Treat this card as if it read, Set your opponent's anger at 0. Remove from the game after use.
#202 Goku's Lucky Break - Treat this card as if it read, Search your Life Deck for any 1 Dragon Ball, and put it into play.
#203 Saiyan Truce Card -- The player who used the Saiyan Truce Card can retain HIS/HER 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.
#204 Battle Pausing - Treat this card as if it read, "The attacking player draws the top 2 cards from his/her discard pile. The defending player’s current personality gains 5 power stages, going no higher than maximum. Remove from game after use."
#210 Raditz Flying Kick - 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.
#215 Krillin’s Drill - Ignore the last sentence of this card (all Named drills work like that).
#218 Unexpected Allies - Treat this card as if it read, Search your Life Deck or discard pile for an ally and put it into play at its highest power stage.
#222 Bulma Finds a Dragon Ball - This card is not a Dragon Ball.
#223 Bulma Finds a Drill - This card is not a Drill.
#225 Baba’s Energy Blast - This card’s power is not considered an attack. The resulting damage cannot be stopped or prevented.
#226 T-Rex Defense - Treat this card as if it read, “Stop the first successful physical or energy attack directed at you. Remove from game after use.”
#227 T-Rex Offense - Treat this card as if it read, “You can use this card to do an extra life card of damage with a successful attack. If a successful energy attack is performed against you, discard this card.”
#230 Chiaotzu’s Drill - This card is a Non-Combat card, not a Physical Combat card.
#231 Goku's Mixing Drill - If Goku's Mixing Drill is descarded/removed from play, and you have multiple styles of drills in play, choose one type of Drill to keep in play, and discard all of the other style of Drills (with the exception of Named and Colorless Drills).
#234 Orange Focusing Drill - Treat this card as if it read, “Prevents anything from happening to your drills, except for Orange Focusing Drill, until you advance to your next level.”
#236 Saiyan Power Drill - Treat this card as if it read, All of your physical attacks do +2 power stages of damage.
#237 Goku's Capturing Drill - Treat this card as if it read, Your Dragon Balls may not be captured while this drill is in play.
#240 Vegeta’s Trick - When you play this card, continue revealing the top card 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.
#241 Vegeta's Dragon Ball Capture - 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.
#242 Dream Machine Battle -- When you use Dream Machine Battle, remove it from the game (all other cards that were removed from the game, stay removed from the game), discard your hand, shuffle your discard pile and all cards in play into your life deck, and begin the game again. The person who used Dream Machine Battle may choose to go first.
Frieza Saga
Pre#1 The Talking Ends Here - This card stops your opponent from winning through any victory (anger, survival, Dragon Ball) until the end of your next turn, even if you have no cards in your Life Deck (you just don’t draw any cards). If you have not won the game before the end of your next turn, your opponent wins at the end of your turn.
#12 Saiyan Energy Focus – Treat this card as if it read, “Any one of your personalities gains 5 power stages.”
#17 Vegeta’s Jolting Slash – Treat this card as if it read, “Energy attack. Stop all physical attacks performed against you for the remainder of Combat. Lower your opponent’s anger 2 levels. Remove from the game after use.”
#35 Saiyan Focusing Power – This is a “Sayian Heritage only” card.
#48 Dende the Unlikely Hero Level 1 – If your Main Personality reaches 0 or 1 above 0 at any time during any Combat, this power triggers at the end of Combat.
#55 Guldo’s Time Freeze Drill – Villains only. All attacks performed against you do 1 less power stage or 1 less life card of damage.
#63 Yajirobe’s Gifting Drill – All attacks performed against you do 1 less power stage or 1 less life card of damage.
#65 Red Energy Defense Drill – All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.
#69 Red Phasing Drill – All of your physical attacks performed against a villain do +3 power stages of damage.
#71 Orange Leg Drill - Treat this vard 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.
#72 Black Energy Stamina Drill - Treat this card as if it read, all of your energy attacks cost one less power stage to perform.
#74 Captain Ginyu Reversal Drill - Treat this card as if it read, Villians only. For every 3 power stages of damage you recieve, per attack, your opponent loses 1 power stage of damage. Limit 1 per deck.
#108 Yamcha's Good Wishes - Treat this card as if it read, Stops a physical attack and stops all physical attacks for the remainder of the combat. Remove from the game after use.
#111 Krillin's Power Tap - Treat this card as if it read, Use when needed. You may use the power of any drill in play, during combat. If Black Shadow Drill is in play, your opponent places all of his allies in ply at the bottom of his Life Deck.
#113 Kami Fades - Treat this card as if it read, Remove all Earth Dragon Balls in play and in all Life Decks from the game.
#119 Mommy's Coming Dear - Treat this card as if it read, Heros only. Stops all attacks for the remainder of Combat. Remove from the game after use. Limit 1 per deck. If Dragonball 7 is in play, discard this card, instead of removing it from the game.
#121 This Too Shall Pass - This card cannot effect personalities.
#122 Focusing Is Everything - Treat this card as if it read, Heroes only. Remove an opponent's Non-Combat/Non-Dragonball card in play from the game. Remove from the game after use.