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SAILOR MOON COLLECTIBLE CARD GAME SET ONE SPOILER
v1.0, Updated 00/08/06
By Edo (hrzic@hawaii.edu)
http://www.geocities.com/TimesSquare/Alley/2247/Smccg.htm
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====================| Introduction
----------| What Is It?
This is a spoiler listing of the cards that appear in
the first set of the Sailor Moon Collectible Card Game.
----------| What To Do With It?
Print it out for reference, if you need to. No, you
may not use this file on your site; I like hits on my
site as well.
----------| Revision History
00/08/06: First Release
- Initial release of this file
====================| Spoiler
Body
(Power Card)
No. 1
Mind
(Power Card)
No. 2
Soul
(Power Card)
No. 3
Morga/Kigaan
Negaverse Yoma Monster, Health 40
Weak Against S, Strong Against B, Worth 1 VP
B+: (D) Thieves
Effect: Attacking opponent must discard 1 Item or Person of
your choice for every B Morga/Kigaan discards.
(A) Double Claws: 20
No. 4 (Common)
Kyurene/Garoben
Negaverse Yoma Monster, Health 40
Weak Against S, Strong Against M, Worth 1 VP
[JKP]: (D) Fly Away
Effect: Win avoids attack.
(A) Razor Paper: 20
No. 5 (Common)
Titus
Negaverse Yoma Monster, Health 50
Weak Against B, Strong Against S, Worth 1 VP
S: (D) Item Creation
Effect: Discard S. Search deck for 1 Item and bring it into
play immediately. Shuffle deck.
(A) Water Geyser: 20
No. 6 (Common)
Black Widow
Nageverse Yoma Monster, Health 30
Weak Against M, Strong Against B, Worth 1 VP
[JKP][JKP]: (D) Sticky Thread Trap
Effect: One win entangles attacker and prevents him or her
from attacking this turn and the next turn. Two wins
entangles all of the attacking opponent's other
Scouts/Knights and prevents them from attacking next turn.
No. 7 (Common)
Leo The Lion
Negaverse Yoma Monster, Health 10
Weak Against M, Strong Against B, Worth 1 VP
(A) Bite and Claw: 40
No. 8 (Common)
Yasha/Plant Sisters
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against M, Worth 1 VP
M: (D) Spy
Effect: Discard M. Look at attacking opponent's hand.
(A) Embed Thorn: 10
Effect: Thorn will continue to deliver 10 damage to attacking
Scout/Knight at the beginning of each of the attacking
opponent's turns until Yasha/Plant Sisters are defeated or
replaced.
No. 9 (Common)
Game Machine Man
Negaverse Yoma Monster, Health 60
Weak Against M, Strong Against B, Worth 2 VP
(D) Armor
Effect: Ignores 20 damage from each attack.
(A) Hammer: 30
No. 10 (Common)
Bobo The Vulture
Negaverse Yoma Monster, Health 40
Weak Against M, Strong Against S, Worth 1 VP
(A): Punch: 10
S [JKP]: Left Hook: 30
Effect: Discard S. Win increases Bobo's damage to 60 points
total.
No. 11 (Common)
Bumboo
Negaverse Yoma Monster, Health 50
Weak Against S, Strong Against B, Worth 2 VP
(D) Armor
Effect: Ignore 10 damage from each attack.
(A) Bite: 50
No. 12 (Common)
Veena/Misha & Janelle
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against S, Worth 1 VP
(A) Skate Kick: 10
SS [JKP]: (A) Create Falling Rocks: 40
Effect: Discard SS. Win increases attack damage to 70 points
total.
No. 13 (Common)
Techniclon
Negaverse Yoma Monster, Health 20
Weak Against S, Strong Against B, Worth 1 VP
[JKP]: (D) Catch the Attack
Effect: Win avoids the attack.
BB: (A) Return Attack: ?
Effect: Discard BB. Techniclon delivers the damage of the
attack that the Scout/Knight use against her.
No. 14 (Common)
Bakene
Negaverse Yoma Monster, Health 40
Weak Against S, Strong Against B, Worth 1 VP
(A) Claws: 50
No. 15 (Common)
Mitsuaami
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against M, Worth 1 VP
[JKP]: (D) Wind Blast
Effect: Win prevents Scout/Knight from attacking.
(A) Electric Razor Arm: 30
No. 16 (Common)
Polite Society
Negaverse Yoma Monster, Health 40
Weak Against M, Strong Against B, Worth 2 VP
BB [JKP]: (D) Encase in Wax
Effect: Discard BB. Win encases the attacking Scout/Knight in
wax, preventing him or her from attacking this turn and next
turn.
(A) Wax Blast Attack: 40
No. 17 (Common)
Fro/Blizzard
Negaverse Yoma Monster, Health 70
Weak Against B, Strong Against M, Worth 2 VP
[JKP]: (D) Encase in Ice
Effect: Win prevents Scout/Knight from attacking.
[JKP]: (A) Explosive Breath: 30
Effect: Win allows these Yoma to also attack each of the
attacking opponent's Scouts/Knights for 30 damage each.
No. 18 (Common)
Papion
Negaverse Yoma Monster, Health 60
Weak Against B, Strong Against S, Worth 2 VP
[JKP]: (D) Fly Away
Effect: Win avoids attack.
(A) Butterfly Swarm: 30
No. 19 (Common)
Mud Minion Horde
Negaverse Yoma Monster, Health 80
Weak Against B, Strong Against M, Worth 2 VP
[JKP]: (D) Unpredictable
Effect: Win - Horde avoids attack.
Tie - Prevents attack. Discard Horde.
Loss - Double damage of Scout/Knight attack.
(A) Fist Pound: 50
No. 20 (Common)
Faraion
Doom Tree Cardian Monster, Health 50
Weak Against M, Strong Against S, Worth 1 VP
S: (D) Power Drain
Effect: Discard S. Attacker must discard 1 Power card of your
choice.
(A) Breath Weapon: 20
No. 21 (Common)
Nacrid
Doom Tree Cardian Monster, Health 40
Weak Against S, Strong Against M, Worth 1 VP
M: (D) Power Drain
Effect: Discard M. Attacker must discard 1 Power card of your
choice.
[JKP]: (A) Tentacle Whip: 30
Effect: Win increases Nacrid's damage to 50 points total.
No. 22 (Common)
Racy
Doom Tree Cardian Monster, Health 90
Weak Against M, Strong Against S, Worth 2 VP
S: (D) Trap Person
Effect: Discard S. Attacking opponent must discard 1 Person of
his or her choice.
(A) Claws: 40
No. 23 (Common)
Vulturos
Doom Tree Cardian Monster, Health 70
Weak Against S, Strong Against B, Worth 2 VP
BA: (D) Resistant
Effect: Discard BA. Ignore 30 damage from the attack.
(A) Claws: 60
No. 24 (Common)
Amphibia
Doom Tree Cardian Monster, Health 50
Weak Against B, Strong Against S, Worth 2 VP
S: (D) Induce Sleep
Effect: Discard S. Attacking opponent must discard 2 Persons
of his or her choice.
(A) Water Blast: 30
No. 25 (Common)
Mophead
Doom Tree Cardian Monster, Health 50
Weak Against M, Strong Against S, Worth 2 VP
AA: (D) Resistant
Effect: Discard AA. Ignore 30 damage from the attack.
[JKP]: (A) Shampoo and Sushi Wrap: 30
Effect: Win increases Mophead's damage to 60 points total.
No. 26 (Common)
Pierrot
Doom Tree Cardian Monster, Health 70
Weak Against M, Strong Against S, Worth 2 VP
S: (D) Destructive
Effect: Discard S. Attacking opponent must discard 1 Item of
his or her choice.
(A) Juggling Balls: 30
No. 27 (Common)
Four Face
Doom Tree Cardian Monster, Health 50
Weak Against B, Strong Against S, Worth 1 VP
S: (D) Power Drain
Effect: Discard S. Attacking opponent must discard 3 Power
cards of your choice.
No. 28 (Common)
Frosty/Hypnotica
Dark Moon Droid Monster, Health 70
Weak Against S, Strong Against M, Worth 2 VP
MM[JKP]: (D) Deep Sleep
Effect: Discard MM. Win places attacking Scout/Knight to sleep
for this turn and the next turn. Scout/Knight cannot attack
or rejuvenate during this time.
(A) Ice Breath: 30
No. 29 (Common)
Thunderclap
Dark Moon Droid Monster, Health 50
Weak Against S, Strong Against B, Worth 2 VP
B: (A) Lightning: 30
Effect: Discard B. Thunderclap's damage is increased to 60
points total.
No. 30 (Common)
Avocado
Dark Moon Droid Monster, Health 30
Weak Against B, Strong Against M, Worth 1 VP
[JKP]: (D) Rotten Stench
Effect: Win prevents Scout/Knight from attacking.
AA: (D) Item Swap
Effect: Discard AA and any 1 Item in play. Search deck for 1
Item and bring it into play immediately. Shuffle deck.
No. 31 (Common)
Grim Man
Dark Moon Droid Monster, Health 60
Weak Against M, Strong Against S, Worth 2 VP
SS[JKP]: (D) Induce Sleep
Effect: Discard SS. Win forces everyone (including you) to
discard all Persons in play.
(A) Scythe Attack: 60
No. 32 (Common)
Animal Instinct
Dark Moon Droid Monster, Health 50
Weak Against S, Strong Against M, Worth 1 VP
M[JKP]M[JKP]M[JKP]: (D) Cause Anger
Effect: Discard up to MMM. For each M discarded, select 1
of the attacking opponent's Persons in play. Each win forces
1 Person to the discard pile.
No. 33 (Common)
Doom and Gloom Guys
Dark Moon Droid Monster, Health 70
Weak Against M, Strong Against B, Worth 2 VP
BB: (A) Split Attack
Effect: Discard BB. Deliver 60 damage to attacking
Scout/Knight, and 30 damage to any other one of the
attacking opponent's Scouts/Knights.
No. 34 (Common)
Dragon/Timewrap Genie
Dark Moon Droid Monster, Health 70
Weak Against S, Strong Against M, Worth 2 VP
[JKP]: (D) Fly Away
Effect: Win avoids attack.
M[JKP]: Reverse Time: ?
Effect: Discard M. Win allows the Genie to deliver the damage
of the attack that the Scout/Knight used against her.
No. 35 (Common)
Luna
Person
Combat Advisor
Effect: All attacks and combined attacks delivered by your
Scouts/Knights are increased by 10 points.
No. 36 (Common)
Molly Osaka
Person
Unlimited Energy
Effect: Molly prevents all of your Scouts/Knights from losing
any Power cards from the abilities of a Monster or Villain.
No. 37 (Common)
Melvin Gurio
Person
Bookworm
Effect: At the beginning of each of your turns, draw 2 cards
instead of 1. Choose 1 of the cards to place in your hand,
and place the other card at the bottom of your deck. Do not
shuffle.
No. 38 (Common)
Grandpa Hino
Person
[JKP] Ki Blast
Effect: Win allows Grandpa Hino to knock any Monster in play to
the discard pile. If you choose one of your own Monsters,
play the challenge with any othe player.
No. 39 (Common)
Chad Kumada
Person
Good Buddy
Effect: At the beginning of your turn, you may draw your card
from either the top of your deck or the top of your discard
pile.
No. 40 (Common)
The Tree Of Life
Person
Energy Conversion
Effect: Select 1 of your Scouts/Knight. For every AA you discard
that are attached to that Scout/Knight, you can search your
deck for 1 other Power card. Attach the new Power card to the
Scout/Knight. Shuffle deck.
No. 41 (Common)
Lunch!
Item
Need Food!
Effect: Discard A from any 1 Scout/Knight to remove up to 30
damage from that character. Discard Lunch! after use.
No. 42 (Common)
Costume
Item
[JKP] Confuse Target!
Effect: Win indicates that the target Monster cannot use any
defense abilities this turn, but can still use its attacks (if
any). Discard Costume after use.
No. 43 (Common)
Mini-Computer & VR Goggles
Item
[JKP] Detect Weakness!
Effect: Use during an attac/combined attack. Win indicates that
1 of your Scouts/Knights has found a weakness in the target's
defenses. That Scout/Knight delivers 30 additional damage in
the attack. Discard Mini-Computer & VR Goggles after use.
No. 44 (Common)
Ofuda Scroll
Item
[JKP] Paralyze Monster!
Effect: Win paralyzes target Monster and prevents it from
attacking your Scout/Knight this turn. Discard Ofuda Scroll
after use.
No. 45 (Common)
Love Letter
Item
Love Heals All!
Effect: Remove up to 20 damage from any 1 Scout/Knight. Discard
Love Letter after use.
No. 46 (Common)
Knight Armor
Item
Extra Defense!
Effect: Attach to 1 Scout, Knight, Monster or Villain (maximum
of 1 Knight Armor per card). In the turn it is used, the Armor
reduces all damage the character receives by 20. Discard
Knight Armor after use.
No. 47 (Common)
Negaverse Sword
Item
Powerful Attack!
Effect: Attach to 1 Monster or Villain (maximum 1 Negaverse Sword
per card). In the turn it is used, the Sword increases the
damage the character delivers by 20. Discard Negaverse Sword
after use.
No. 48 (common)
Damage Transfer
Event
Spread the Damage
Effect: You can redistribute the damage currently on your
Monsters or Villains. The total amount of damage must remain
the same. You cannot reduce any Monster or Villain to 0
Health. Discard after use.
No. 49 (Common)
Good Night's Rest
Event
Peaceful Sleep
Effect: Choose 1 of your Scouts/Knights. That character can both
rejuvenate and attack (or participate in a Combined attack)
during this turn. Discard after use.
No. 50 (Common)
Detention
Event
In Trouble Again
Effect: Choose 2 cards at random from one of your opponent's
hand. Those cards are discarded. Discard Detention after use.
No. 51 (Common)
Split Attack
Event
Double Trouble
Effect: Discard AA. 1 Scout/Knight can attack 2 targets at the
same time during this turn. EAch target only receives half the
normal damage (add 5 to odd numbers). Both targets can attack
the Scout/Knight in return. Discard after use.
No. 52 (Common)
Baby-Sitting
Event
[JKP] Taking Care of Baby Jordan
Effect: Win forces any Person in play of your choice to be
discarded. Discard after use.
No. 53 (Common)
Cram School
Event
Study Hard
Effect: Your search for knowledge brings great rewards. Draw 2
cards. Discard after use.
No. 54 (Common)
Taunt
Event
[JKP][JKP] Anger Your Opponent
Effect: Select 1 opponent Scout/Knight. 2 wins forces that
Scout/Knight to attack one of your Monsters or Villains
immediately (opponent's choice). If the Monster or Villain
is defeated, the opponent is awarded that card's Victory
Points. Discard after use.
No. 55 (Common)
Rats
Event
Trapped
Effect: Choose one opponent. His or her Scouts/Knights are
surrounded by rats. The opponent cannot draw any cards at
the beginning of his or her next turn. Discard after use.
No. 56 (Common)
Combat Training
Event
Practice Makes Perfect
Effect: You can add 20 damage to any 1 Scout/Knight attack or
combined attack. Discard after use.
No. 57 (Common)
Run Away!
Event
[JKP] Defense Event
Effect: Win indicates that the Monster or Villain runs away
to the discard pile. Discard after use.
No. 58 (Common)
What's That?
Event
[JKP] Defense Event
Effect: Win indicates that the attacking Scout/Knight is
startled by the target Monster or Villain. Monster or Villain
only receives 10 damage from the Scout/Knight attack. Discard
after use.
No. 59 (Common)
Fail a Test
Event
Defense Event
Effect: Play before one of your Monsters/Villains is about to
use a defense ability that requires a challenge. You may
replay the challenge once if you dislike the result. Discard
after use.
No. 60 (Uncommon)
Baamu
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against S, Worth 1 VP
S: (D) Fortune Telling
Effect: Discard S. Look at the top 5 cards of your own deck, or
any 1 opponent's deck.
(A) Hair Claw: 20
No. 61 (Uncommon)
Iguaala
Negaverse Yoma Monster, Health 20
Weak Against M, Strong Against B, Worth 1 VP
B: (D) Hypnotized by Shaneera Pets
Effect: Discard B. Scout/Knight is prevented from attacking.
(A) Tail Whip: 40
No. 62 (Uncommon)
Ramwoir/Dream Dolly
Negaverse Yoma Monster, Health 30
Weak Against S, Strong Against M, Worth 1 VP
M [JKP]: (D) Time Control
Effect: Discard M. Win allows these Yoma to control time.
Opponent misses his or her next turn.
(A) Illusionary Attack: 10
No. 63 (Uncommon)
Tensie/Akan
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against S, Worth 1 VP
[JKP]: (D) Encase Body in Weed/Tennis Ball
Effect: Win prevents Scout/Knight from attacking.
(A) Claws and Fireballs: 30
No. 64 (Uncommon)
Petasos/Gemini Warriors
Negaverse Yoma Monster, Health 50
Weak Against B, Strong Against M, Worth 2 VP
[JKP]: Mimic Attack
Effect: Win allows these Yoma to deliver that damage of the
attack that the Scout/Knight used against them. Loss
delivers 10 damage to Scout/Knight (from claws).
No. 65 (Uncommon)
Derela/Kyameran
Negaverse Yoma Monster, Health 40
Weak Against B, Strong Against M, Worth 1 VP
M: (D) Negazoom Beam
Effect: Discard M. Attacking opponent must discard 1 Person
of your choice.
(A) Double Claw: 10
No. 66 (Uncommon)
Jumo
Negaverse Yoma Monster, Health 50
Weak Against S, Strong Against B, Worth 1 VP
(D) B: Regeneration
Effect: Discard B to remove 20 damage from Jumo.
(A): Deadly Dolls: 10
No. 67 (Uncommon)
Pox
Negaverse Yoma Monster, Health 50
Weak Against M, Strong Against S, Worth 2 VP
[JKP]: (D) Acrobatics
Effect: Win avoids attack.
(A) Bite: 40
No. 68 (Uncommon)
Ninjana
Negaverse Yoma Monster, Health 60
Weak Against S, Strong Against M, Worth 2 VP
(A) Shuriken: 10
M [JKP]: (A) Multiply and Attack: 40
Effect: Discard M. Win increases Ninjana's damage to 70
points total.
No. 69 (Uncommon)
Doom & Gloom Girls
Negaverse Yoma Monster, Health 80
Weak Against S, Strong Against M, Worth 2 VP
M [JKP]: (D) Vine Trap
Effect: Discard M. Win allows you to make an additional
attack against the Scout/Knight with any other Monster you
have in play (Scout/Knight cannot attack the second Monster
this turn).
(A) Ice Attack: 50
No. 70 (Uncommon)
Water Sprite
Negaverse Yoma Monster, Health 30
Weak Against M, Strong Against S, Worth 2 VP
S: (D) Fly Away
Effect: Discard S. Attack is avoided.
S: (A) Spiked Tail: 60
Effect: Discard S.
No. 71 (Uncommon)
Vampeal
Doom Tree Cardian Monster, Health 30
Weak Against M, Strong Against B, Health 30
BB: (D) Drain Power
Effect: Discard BB. Attacker must discard 2 Power cards of your
choice.
(A) Bite: 30
No. 72 (Uncommon)
Minotaur
Doom Tree Cardian Monster, Health 50
Weak Against S, Strong Against B, Worth 1 VP
B: (D) Power Drain
Effect: Discard B. Attacker must discard 1 Power card of your
choice.
(A) Horns: 30
No. 73 (Uncommon)
Skulker
Doom Tree Cardian Monster, Health 70
Weak Against B, Strong Against M, Worth 2 VP
MMM: (D) Power Drain
Effect: Discard MMM. Attacker must discard all attached Power
cards.
(A) Bubbles Trap: 10
No. 74 (Uncommon)
Insectia
Doom Tree Cardian Monster, Health 60
Weak Against M, Strong Against S, Worth 1 VP
[JKP]: (D) Crazy!
Effect: Win avoids attack. Discard Insectia.
(A) Ram: 30
No. 75 (Uncommon)
Jellax/Droido
Dark Moon Droid Monster, Health 50
Weak Against S, Strong Against B, Worth 1 VP
B [JKP]: (D) Powder Cloud
Effect: Discard B. Win prevents Scout/Knight from attacking
this turn, and the next turn.
(A) Arm Spike and Acid Spit: 40
No. 76 (Uncommon)
Rhonda
Dark Moon Droid Monster, Health 50
Weak Against M, Strong Against B, Worth 2 VP
(A) Wrestling: 50
No. 77 (Uncommon)
Marzipan
Dark Moon Droid Monster, Health 70
Weak Against S, Strong Against B, Worth 2 VP
B: (D) Item to Candy
Effect: Discard B. Attacking opponent must discard 1 Item of
your choice.
(A) Icing Spray: 30
No. 78 (Uncommon)
Regalia
Dark Moon Droid Monster, Health 30
Weak Against B, Strong Against S, Worth 2 VP
(A) Toying with Emotions
Effect: Regalia delivers two the damage of the attack that
the Scout/Knight used against her to any of the attacking
opponent's Scouts/Knights in play.
No. 79 (Uncommon)
Injector
Dark Moon Droid Monster, Health 70
Weak Against B, Strong Against M, Health 70
(D) Induce Sickness
Effect: All opponent Scouts/Knights in play are sick and
cannot rejuvenate next turn.
(A) Scalpel Arm: 10
No. 80 (Uncommon
Mistrust
Dark Moon Droid Monster, Health 30
Weak Against M, Strong Against S, Worth 1 VP
[JKP][JKP]: (D) Hallucination Doubt
Effect: 2 wins indicate that the attacking Scout/Knight is
confused and wanders to the discard pile.
[JKP]: (A) Clone Attack: 20
Effect: Win allows Mistrust to also deliver 20 damage to each
of the attacking opponent's Scouts/Knights in play.
No. 81 (Uncommon)
Artemis
Person
Helping Hand
Effect: The maximum number of cards you can hold in your hand is
increased from 5 to 6 when Artemis is in play. At the end of
each of your turns, draw enough cards to bring your hand up to
6 total.
No. 82 (Uncommon)
Ms. Haruna
Person
[JKP] Knowledge is Power
Effect: Win allows you to look at any opponent's hand. Ms.
Haruna can only be used once each turn.
No. 83 (Uncommon)
Andrew Furuhata
Person
True Friend
Effect: Andrew adds one additional B, M or S to each Scout/Knight
in your Ally Zone (the power must match the cards' Power Icon
Types). The bonus Power cannot be used to Rejuvenate.
No. 84 (Uncommon)
Serena's Parents
Person
Sanctuary
Effect: For every Power card that your Scouts/Knights discard
during rejuvenation, they can remove an additional 10 damage.
No. 85 (Uncommon)
Sammy Tsukino
Person
[JKP][JKP] Annoyance
Effect: Select one opponent Person as a target. 2 wins indicate
that Sammy has pestered the target so much that he or she moves
to the discard pile. Sammy can only be used once each turn.
No. 86 (Uncommon)
Luna Pen
Item
Disguise Power!
Effect: After one of your Scouts/Knights has attacked, the Luna
Pen can be used to disguise the Character. The target Monster
or Villain cannot attack the Scout/Knight in return. Discard
Luna Pen after use.
No. 87 (Uncommon)
Negaverse Crystal
Item
Summon Yoma!
Effect: Search your deck for 1 Yoma and bring it into play
immediately. Shuffle deck. Yoma may be replaced by a
Negaverse Villain this round. Discard Negaverse Crystal after
use.
No. 88 (Uncommon)
Cardian Flute
Item
Summon Cardian!
Effect: Search your deck for 1 Cardian and bring it into play
immediately. Shuffle deck. Cardian may be replaced by a Doom
Tree Villain this round. Discard Cardian Flute after use.
No. 89 (Uncommon)
Luna Ball
Item
Luna P Kitty Magic!
Effect: When you use this Item, it can imitate any other Item in
play, or in your discard pile. Follow instructions on the
other Item's card. Discard Luna Ball after use.
No. 90 (Uncommon)
Dark Fruit
Item
[JKP] Infect with Dark Energy
Effect: Dark Fruit can make any 1 Scout/Knight of your choice
very angry. Win indicates the Scout/Knight is upset and
cannot attacknext turn. Discard Dark Fruit after use.
No. 91 (Uncommon)
Dark Crystal Wedge
Item
Summon Droid!
Effect: Search your deck for 1 Droid and bring it into play
immediately. Shuffle deck. Droid may be replaced by a Dark
Moon Villain this round. Discard Dark Crystal Wedge after use.
No. 92 (Uncommon)
FM No. 10
Event
Call for a Friend
Effect: You can broadcast a request for a friend's help on the
radio. Search your deck for 1 Person and bring him or her into
play immediately.
No. 93 (Uncommon)
Confusion
Event
?????
Effect: Select 1 opponent. He or she must discard his or her
entire hand, and draw 5 new cards. Discard afteru use.
No. 94 (Uncommon)
Temple Blessing
Event
Safe at the Temple
Effect: Remove 10 damage from each of your Scouts/Knights in
play. Discard after use.
No. 95 (Uncommon)
Discovery!
Event
GASP!
Effect: Discard AA from 1 Scout/Knight. Search your deck for
1 PIE card. You can place this card into your hand or play
it immediately. Shuffle deck. Discard after use.
No. 96 (Uncommon)
Redistribute Power
Event
The Flow of Power
Effect: You can redistribute the Power cards currently on your
Scouts, Knights, Monsters and Villains in any way. The total
amount of Power cards must remain the same. Discard after use.
No. 97 (Uncommon)
Memories of the Past
Event
A Familiar Card
Effect: Discard AA from 1 Scout/Knight. Search your discard
pile for 1 card. You can place this card into your hand or
play it immediately. Discard after use.
No. 98 (Uncommon)
Resignation
Event
Time to Move On
Effect: Remove 1 of your Scots/Knights from play. You can
automatically defeat any opponent Monster that is worth 1
Victory point. Discard after use.
No. 99 (Uncommon)
Regeneration
Event
A Time to Heal
Effect: Remove up to 20 damage from one of your Monsters or
Villains. Discard after use.
No. 100 (Uncommon)
Green Yoma From London
Event
[JKP] Defense Event
Effect: The Green Yoma grabs one Person in play of your choice
to use as a shield for the target Monster or Villain. Win
indicates that the attacking Scout/Knight hits the Person
instead of the intended target, which forces the Person to
the discard pile. Discard after use.
No. 101 (Uncommon)
Hidden
Event
Defense Event
Effect: Dark forces hide the target Monster or Villain from
the attacking Scout/Knight. The attacker must now attack
one alternative target Monster or Villain in play (attacker's
choice). Discard after use.
No. 102 (Uncommon)
More Dark Power
Event
Defense Event
Effect: When the target Monster or Villain attacks the
Scout/Knight, he or she delivers an additional 10 damage.
Discard after use.
No. 103 (Uncommon)
Not So Tough
Event
Defense Event
Effect: After one of your 2 Victory Point Monsters has been
defeated, you can reduce its Victory Point value from 2
points to 1 point. Discard after use.
No. 104 (Uncommon)
Negative Energy Shield
Defense Event
Effect: The maximum damage the target Monster or Villain will
receive in this attack is 30. Any damage above 30 is ignored.
Discard after use.
No. 105 (Uncommon)
Sailor Moon
Type: Soul
Sailor Scout -- Level 1, Health 50
SS: Moon Tiara Magic: 30
SSA: Moon Healing Activation: 40
Text: When Sailor Moon is used as your starting Character, you
begin the game with Melvin in Play.
No. 106 (Uncommon)
Sailor Mercury
Type: Mind
Sailor Scout -- Level 1, Health 40
MM[JKP]: Mercury Bubbles Blast: 30
Effect: Win prevents target from attacking.
Text: When Sailor Mercury is used as your starting character, you
begin the game with Mini-Computer & VR Goggles in play.
No. 107 (Uncommon)
Sailor Mars
Type: Soul
Sailor Scout -- Level 1, Health 60
SS: Mars Fire Ignite: 30
Text: When Sailor Mars is used as your starting character, you
begin the game with Grandpa Hino in play.
No. 108 (Uncommon)
Sailor Jupiter
Type: Body
Sailor Scout -- Level 1, Health 70
BB: Jupiter Thunder Crash: 30
Text: When Sailor Jupiter is used as your starting character, you
begin the game with Lunch! in play.
No. 109 (Uncommon)
Sailor Venus
Type: Mind
Sailor Scout -- Level 1, Health 50
SS: Venus Crescent Beam Smash: 30
Text: When Sailor Venus is used as your starting character, you
begin the game with Artemis in play.
No. 110 (Uncommon)
Tuxedo Mask
Type: Body
Knight -- Level 1, Health 80
B: Cane Attack: 10
BBBA[JKP]: Rose Throw: 30
Effect: Win interrupts target, and prevents it from attacking.
Text: When Tuxedo Mask is used as your starting Character, you
begin the game with Rini in play.
No. 111 (Uncommon)
Moonlight Knight
Type: Body
Knight -- Level 1, Health 80
BB: Sword Attack: 20
BBBA[JKP]: Rose Throw: 40
Effect: Win interrupts target, and prevents it from attacking.
Text: When Moonlight Knight is used as your starting Character,
you begin the game with Rini in play.
No. 112 (Uncommon)
Prince Darien
Type: Body
Knight -- Level 1, Health 80
(D) Knight Armor
Effect: Ignore 10 damage from each attack.
BBA: Sword Attack: 40
Text: When Prince Darien is used as your starting Character, you
begin the game with Rini in play.
No. 113 (Uncommon)
Sailor Moon
Type: Soul
Sailor Scout -- Level 2, Health 70
SS: Moon Tiara Magic: 30
SSA: Moon Healing Activation: 40
SSSS: Cosmic Moon Power: 50
No. 114 (Uncommon)
Sailor Mercury
Type: Mind
Sailor Scout -- Level 2, Health 50
MM[JKP]: Mercury Bubbles Blast: 30
Effect: Win prevents target from attacking.
MMMM[JKP]: Mercury Ice Bubbles Freeze: 50
Effect: Win prevents target from attacking.
No. 115 (Uncommon)
Sailor Mars
Type: Soul
Sailor Scout -- Level 2, Health 80
SS: Mars Fire Ignite: 30
SSSS: Mars Firebird Strike: 50
No. 116 (Uncommon)
Sailor Jupiter
Type: Body
Sailor Scout -- Level 2, Health 90
BB: Jupiter Thunder Crash: 30
BBBB: Jupiter Thunder Dragon: 50
No. 117 (Uncommon)
Sailor Venus
Type: Mind
Sailor Scout -- Level 2, Health 70
SS: Venus Crescent Beam Smash: 30
SSSS: Venus Meteor Shower: 50
No. 118 (Uncommon)
Jedite
Negaverse Villain, Health 120
Replaces Negaverse Yoma, Worth 3 VP
(D) Magical Item Creation
Effect: Search deck for 2 Items and bring them into play
immediately.
(A) Electric Bolts: 40
No. 119 (Rare)
Zoycite
Negaverse Villain, Health 100
Replaces Negaverse Yoma, Worth 3 VP
S: (D) Mind Control
Effect: Discard S. Attacker must discard 1 Person of your
choice.
(D) Black Homing Crystal
Effect: Search your deck for 2 Yoma and/or Items (maximum of
2 cards) and bring cards into play immediately. Shuffle
deck.
(A) Magical Fireball: 30
No. 120 (Rare)
Rini
Person
Hidden Crystal of Power
Effect: Rini adds 60 damage to your combined attacks. It is
your choice whether or not you use Rini for a combined
attack.
No. 121 (Rare)
Pocket Communicator
Item
Call for Help!
Effect: Discard A atached to one of your Scouts/Knights. Search
deck for one Level 1 Scout/Knight and bring that character into
play immediately. Shuffle deck. Discard Pocket Communicator
after use.
No. 122 (Rare)
Moon Star Locket
Item
Inspiriation and Hope!
Effect: Requires A to be attached to the Moon Locket. Discard A
before a challenge. If you lose, the challenge must be
repeated. MAximum of 1 A may be attached. Discard Moon Star
Locket after use.
No. 123 (Rare)
Imperium Silver Crystal
Item
Power Up!
Effect: Discard AA attached to one of your Scouts/Knights.
Search your deck for that Scout/Knight's next Level card and
bring it into play immediately. Shuffle deck. Discard
Imperium Silver Crystal after use.
No. 124 (Rare)
Spaceship
Item
Excellent View!
Effect: Discard A attached to one of your Scouts/Knights. You
may look at your opponent's hand and the top 5 cards of his or
her deck. Discard Spaceship after use.
No. 125 (Rare)
Negamoon Bomb
Item
[JKP] Massive Destruction!
Effect: Discard AA attached to one of your Scouts/Knights.
Select any 2 opponent Monsters, Items or Persons. Win
indicates that the target cards are discarded. Discard
Negamoon Bomb after use.
No. 126 (Rare)
On The Ball
Event
Awesome Attack
Effect: After 1 of yout Scouts/Knights has attacked a Monster,
he or she can make a second attack against the same Monster (it
cannot attack back). The Scout/Knight automatically suffers 20
damage during this second attack. Discard after use.
No. 127 (Rare)
Strength of the Fallen
Event
Back from Defeat!
Effect: Bring any 1 of your defeated Scouts/Knights back into
the game. Place the Level 1 Scout/Knight card into your deck
and shuffle. Level 2 or higher Scout/Knight cards cannot be
returned. Discard after use.
No. 128 (Rare)
Overpowering Attack
Event
Lose Power!
Effect: Choose 1 type of Power card (B, M, S) Your opponent must
discard all Power cards of that type currently attached to
their Scouts/Knights. Discard after use.
No. 129 (Rare)
Self-Sacrifice
Event
Defense Event
Effect: If the target was not destroyed by the Scout/Knight
attack, it can sacrifice itself by reducing its remaining
Health to 0. In return, the target reduce event one of the
attacking opponent's Scouts/Knights Health to 10 (until they
rejuvenate as normal). Discard after use.
No. 130 (Rare)
Lose Powers
Evvent
[JKP] Defense Event
Effect: Win forces the attacking Scout/Knight to power down 1
Level. The opponent must discard the highest Level
Scout/Knight card on the attacking character. Cannot be used
against a Level 1 Scout/Knight. Discard after use.
No. 131 (Rare)
Sailor Moon
Type: Soul
Sailor Scout -- Level 3, Health 90
SS: Moon Tiara Magic: 30
SSA: Moon Healing Activation: 40
SSSS: Cosmic Moon Power: 50
SSSSSS: Moon Scepter Elimination: 90
No. 132 (Rare)
Sailor Mercury
Type: Mind
Sailor Scout -- Level 3, Health 80
MM[JKP]: Mercury Bubbles Blast: 30
Effect: Win prevents target from attacking.
MMMM[JKP]: Mercury Ice Bubbles Freeze: 50
Effect: Win prevents target from attacking.
MMAA[JKP]: Shine Aqua Illusion: 70
Effect: Win prevents target from attacking.
No. 133 (Rare)
Sailor Mars
Type: Soul
Sailor Scout -- Level 3, Health 110
SS: Mars Fire Ignite: 30
SSSS: Mars Firebird Strike: 50
SSAA: Mars Celestial Fire Surround: 70
No. 134 (Rare)
Sailor Jupiter
Type: Body
Sailor Scout -- Level 3, Health 120
BB: Jupiter Thunder Crash: 30
BBBB: Jupiter Thunder Dragon: 50
BBAA: Jupiter Thundercrash Zap: 70
No. 135 (Rare)
Sailor Venus
Type: Mind
Sailor Scout -- Level 2, Health 70
SS: Venus Crescent Beam Smash: 30
SSSS: Venus Meteor Shower: 50
SSAA: Venus Love Chain Encircle: 50
No. 136 (Rare)
Nephlite
Negaverse Villain, Health 160
Replaces Negaverse Yoma, Worth 4 VP
B: (D) Power of the Stars
Effect: Discard B. Attacking opponent must discard all Persons
in play.
(A) Explosive Energy Balls: 60
No. 137 (Rare)
Malachite
Negaverse Villain, Health 180
Replaces Negaverse Yoma, Worth 4 VP
BBA: (D) Black Dome
Effect: Discard BBA. Malachite avoids attack.
(A) Energy Blades: 70
No. 138 (Rare)
Evil Prince Darien
Negaverse Villain, Health 80
Replaces Negaverse Yoma, Worth 3 VP
(D) Negaverse Knight Armor
Effect: Ignore 50 damage from each attack.
(A) Sword Attack: 40
No. 139 (Rare)
Alan
Doom Tree Villain, Health 170
Replaces Doom Tree Cardian, Worth 4 VP
S: (D) Soul Drain
Effect: Discard S. Deliver 20 damage to each of the attacking
opponent's Monsters. Monster armor or strength can reduce
this damage.
(A) Power Blast: 50
No. 140 (Rare)
Ann
Doom Tree Villain, Health 170
Replaces Doom Tree Cardian, Worth 4 VP
S: (D) Doom Tree Regeneration
Effect: Discard S. Remove up to 30 damage from Ann.
(A) Power Blast: 50
No. 141 (Rare)
Catzi
Dark Moon Villain, Health 100
Replaces Dark Moon Droid, Worth 3 VP
AA: (D) Teleportation
Effect: Discard AA. Catzi avoids attack.
(A) Dark Fire: 40
No. 142 (Rare)
Bertie
Dark Moon Villain, Health 120
Replaces Dark Moon Droid, Worth 3 VP
MM: (D) Teleportation
Effect: Discard MM. Bertie avoids attack.
(A) Dark Water: 40
No. 143 (Rare)
Avery
Dark Moon Villain, Health 110
Replaces Dark Moon Droid, Worth 3 VP
(D) Mind Control
Effect: Search deck for 2 Persons and bring them into play
immediately. Shuffle deck.
(A) Dark Whip: 40
No. 144 (Rare)
Prizma
Dark Moon Villain, Health 190
Replaces Dark Moon Droid, Worth 4 VP
AAAAA: (D) Mind Control
Effect: Discard AAAAA. Search your deck and discard pile for
all Persons and bring them into play immediately.
(A) Dark Lightning: 40
No. 145 (Rare)
Rubeus
Dark Moon Villain, Health 140
Replaces Dark Moon Droid, Worth 4 VP
B+: (D) Black Crystal Power
Effect: For each B you discard, you can remove up to 20 damage
from Rubeus.
(A) Dark Energy Blast: 60
No. 146 (Rare)
Emerald
Dark Moon Villain, Health 100
Replaces Dark Moon Droid, Worth 3 VP
M: (D) Summon Droid
Effect: Discard M. Search your deck for 1 Droid and bring it
into play immediately. The Droid is now the target of the
Scout/Knight attack, not Emerald.
(A) Dark Energy Bolts: 40
No. 147 (Rare)
Sapphire
Dark Moon Villain, Health 250
Replaces Dark Moon Droid, Worth 4 VP
M+: (D) Rejuvenation
Effect: For every M you discard, you can remove up to 30 damage
from Sapphire.
No. 148 (Rare)
Prince Diamond
Dark Moon Villain, Health 150
Replaces Dark Moon Droid, Worth 4 VP
MM [JKP]: (D) Force of Will
Effect: Discard MM. Win causes the attacking opponent to miss
his or her next turn.
(A) Third Eye Energy Blast: 60
No. 149 (Rare)
Wicked Lady
Dark Moon Villain, Health 100
Replaces Dark Moon Droid, Worth 3 VP
(D) Safe
Effect: No combined attacks against Wicked Lady
(D) Dark Luna Ball
Effect: This Item can imitate any other Item in play. Follow
instructions on the other Item's card. Item remains in play
for 1 turn.
(A) Dark Crystal Energy Blast: 40
No. 150 (Rare)
Sailor Pluto
No. 151 (Ultra Rare Foil)
Sailor Moon
Sailor Scout - Level 4
No. 152 (Ultra Rare Foil)
Sailor Mercury
Sailor Scout - Level 4
No. 153 (Ultra Rare Foil)
Sailor Mars
Type: Soul
Sailor Scout -- Level 4, Health 140
S: Mars Fire Ignite: 30
SS: Mars Firebird Strike: 50
SAA: Mars Celestial Fire Surround: 90
No. 154 (Ultra Rare Foil)
Sailor Jupiter
Type: Body
Sailor Scout -- Level 4, Health 150
B: Jupiter Thunder Crash: 30
BB: Jupiter Thunder Dragon: 50
BAA: Jupiter Thundercrash Zap: 90
No. 155 (Ultra Rare Foil)
Sailor Venus
Type: Mind
Sailor Scout -- Level 4, Health 130
M: Venus Crescent Beam Smash: 30
MM: Venus Meteor Shower: 50
MAA: Venus Love Chain Encircle: 90
No. 156 (Ultra Rare Foil)
Tuxedo Mask
Knight - Level 2
No. 157 (Ultra Rare Foil)
Queen Beryl
Negaverse Villain, Health 140
Replaces Negaverse Villain, Worth 5 VP
[JKP]: (D) Command the Yoma
Effect: Win allows all of your Yoma in play to attack the
attacking Scout/Knight. The Scout/Knight cannot attack the
Yoma.
(A) Magical Powerstaff Blast: 40
No. 158 (Ultra Rare Foil)
Wiseman
Dark Moon Villain, Health 170
Replaces Dark Moon Villain, Worth 5 VP
(D) Awesome Power
Effect: Opponent discards his or her entire hand.
(D) Prophetic
Effect: Search your deck for 20 seconds. Do not shuffle.
(A) Pure Dark Energy: 60
No. 159 (Ultra Rare Foil)
The Negaforce
No. 160 (Ultra Rare Foil)
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Fin.
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