CB (offensive) - This Special allows the Character to "steal" a Universe Card (cannot be a Teamwork or Ally card) placed on any of the opponent's Characters and use it with a Power Card for an attack against any of the opponent's Characters. The Character that the Universe card is being taken from does not have to be the Character that is attacked. The Character playing the "stolen" card must have the appropriate requirement to play the Universe card. After use, the "stolen" Universe card is discarded to the opponent's Dead pile as if he or she had used it. The act of "stealing" the Universe card cannot be avoided (it can be negated), however, the following attack can be avoided or defended like a normal attack. If negated, the player's turn is over and no attacks may be made that offensive turn.
CC (both) - This Special is a level # Power card of a designated Power type. It does not count as a duplicate of a regular Power card of the same numeric value. It may be used to either attack or defend. It may not be used in conjunction with a Universe card. The versions of this card that act as Multipower cards should read 'Multipower power cards' and are subject to the Multipower fusion rule.
CD (both) - This Special, if played offensively, prevents any attacks from being made against the Character unless the attack is made with a Universe card of any type (including Training or Teamwork) for the remainder of the Battle. If played defensively, it may be used to avoid a Power card or Special card attack and then remains in play to prevent those types of attacks for the remainder of the Battle. For an Ally Universe card to be used, the follow-up Special attack must be able to be played.
CE (offensive) - This Special forces your opponent to take the top card of their Draw Pile and put it into the Dead Pile. It does not matter if that card is a Special, Universe card, Event, Tactic or Power card - it goes into the Dead Pile. This card cannot be avoided but it can be negated. If the card is negated, then it must be negated before the card is drawn. If an Event Card is drawn it goes to the Dead Pile, but cannot be retrieved.
CF (offensive) - Immediately upon playing this Special, the Character that played the Special may take a Mission card from either his or her own Reserve Mission Pile, or completed Missions Pile, and add it to the other Mission cards that he or she Ventured for the current Battle. OR, he or she may take a Mission Card from the opponent's Reserve Missions pile or completed Missions pile and add it to the other Mission Cards that his or her opponent Ventured for the current Battle. Neither player receives any additional benefits from the additional Ventured Mission card. This card cannot be avoided but it can be negated.
CG (offensive) - After this Special is played, the Character playing it can no longer be knocked out by a spectrum KO. The Character may still be knocked out by a cumulative KO. This card remains in effect for the remainder of the game. This card cannot be used to "Avoid 1 attack" and cannot be played in reaction to an attack that would KO the Character. If the Character is eventually Cumulative KO'd, the Special is discarded into the Dead pile and will not be in effect if the Character should ever re-enter the game.
CH (offensive) - When this Special is played, the attacker must choose 1 of the opponent's front-line Characters. The chosen Character must immediately discard all cards that are "placed" to him (like with an AU Special). In the case where the target Character has a Special Card in effect that allows him to have more than the usual number of cards "placed" to him, all of those cards are discarded as well; however, the Special that allows the additional "placed" cards is NOT discarded as it is "in effect" and not "placed" to that Character. In addition, the target Character cannot play offensive cards that affect the opponent or any of the opponent's Characters for the remainder of the Battle (like with an AV Special). The target Character may still defend himself from attacks directed at him, and may still play cards that affect his own team, or the Battle in general (i.e., "Add 3 to the Venture total," for example). If the target character does not have any cards placed to them, then the first part of the Special is ignored.
CI (offensive) - Play this Special with the specified type of Power card attack usable by the Character playing the Special. This card may not be played along with an attack from another Character, or with an attack greater than what is normally allowed by that Character's Power Grid. This Power card may not be combined with a Universe Card or with another Special. If the target Character can block the Power Card attack, then discard both the Power card and this Special. However, if the target Character does not block the Power card attack, then not only does the attack hit that Character, but this Special does as well. This Special affects the damage done to the opponent's Character but does not affect the Venture Total. This card cannot be used without the specified Power card attack. If a 'Remove 1 Hit' Special is played after the attack this Special is used with, this Special is not considered combined with the power card.
CJ (offensive) - This Special is played along with a Power card attack. The Power card attack must come from the Character that uses this Special, and the Power card may not be combined with a Universe card or another Special. If the Power card is blocked, then this Special is discarded to the Dead Pile and the Power card is placed face down on the top of the Draw pile instead of being discarded into the Power Pack. If the Power card is not blocked, then this Special gets discarded to the Dead Pile. If negated, both are discarded to the appropriate piles.
CK (offensive) - There is no effect from this Special during the Battle in which it is played. However, when the Special is played, the player must choose a hero that is KO'd at that time that will be returned to play for the next Battle. During that Battle's discard phase, any cards playable by that character do not have to be discarded. If the player already has three front-line Characters, then he will play this Battle with four front line Characters. The "resurrected" Character can act just as if he had no hits on his "permanent record", but may still be KO'd during the Battle by a Spectrum KO or Cumulative KO. Any Specials which were in play on the Character that would affect the Character for the game (such as an EK Special), would no longer be in effect. At the end of the Battle, regardless of what damage the resurrected Character has or has not taken, the Character is automatically KO'd, and placed in the defeated Character pile. If the case arises that the Character playing the Special is the last Character on your team and this Special is played and later in that same Battle, the Character is KO'd, then the current Battle would end and the winner of the Battle would be resolved. The selected resurrected Character would come into play next Battle. If this resurrected Character can manage to knock out all the opponent's existing Characters or win the battle through Venture, then you would win. A CK Special cannot be used to resurrect the Character who used the Special.
CL (offensive) - There is no effect from this Special during the Battle in which it is played. Upon playing this Special, the player must declare which KO'd Character's Specials the Character playing the Special will be able to use in the next Battle. During the discard phase of the next Battle, Special Cards for the selected KO'd Character do not have to be discarded as unusable cards. The Character that played this Special may use the Specials of the selected KO'd Character for this Battle only. Those Specials may be placed on the Character, or played by the Character. If a KO'd Character's Special is placed to the Character that played this Special, it remains there. If the placed Special is not played during the battle, it remains there for the remainder of the game or until the Character is KO'd. It is not discarded. If the Special allows for a permanent modification of the Character that played this Special, then the effect of that modification remains only for the Battle, not for the game. For example, if this Special allowed the Character to use a Special coded "CG", then the effects of the "CG" Special would only last for the current Battle, not for the remainder of the game. (In this case, the Character would be unable to be knocked out by a Spectrum KO for the remainder of the Battle, not the game. If the character were Spectrum KO'd during the Battle, he would continue to fight until the Battle was over. At the end of the Battle, the effects of the "CG" Special would wear off, and the Character would then be Spectrum KO'd.)
CM (both) - This Special affects the attack or defense of your opponent's team. It does not affect the damage of the attacks, only what the Character defending from those attacks needs in order to block the attack. Likewise, it does not affect the intensity of your attacks, only what your opponent needs to block those attacks. For example, with this Special in effect, your opponent would need a level 5 or greater defense in order to block a level 4 attack. Conversely, you would only need a level 4 or greater defense in order to block a level 5 attack. This Special does not affect the Power Grids of the Characters, and does not affect Specials that do not have an attack or defense value.
CN (both) - This Special carries the same ruling as an AH Special. In certain cases, the player must play a Power card to determine which type of attack may not be played on the Character. When playing with a Power card, if played offensively, the played Power card is not an attack against an opponent's Character, but is merely used to determine the type of attack that the Special protects the Character from. If played defensively, the Power card played does not need to be equal to or greater than the Power card being used to attack, it only has to be of the same type and this Special, in conjunction with that Power card, will avoid the attack (and prevent any other Power card attacks of that type for the remainder of Battle).
CO (offensive) - This Special affects your opponent, not a specific Character. It cannot be blocked or avoided, but can be negated by a Special coded an "AO." This Special renders all Universe cards currently held in hand as unplayable cards. These Universe cards do not have to be discarded, but they cannot be played during a Battle in which this card is in effect.
CP (offensive) - Play this Special during Battle, on your turn. Immediately upon playing this Special, discard to the appropriate pile all of the cards remaining in your hand. Draw new cards from the Draw Pile. This Special does not count as a "remaining card," since it has been played. These new cards do not have to be discarded if they are duplicates or if they are unusable; however, any card that is unusable cannot be played but can be retained in hand to bluff.
CQ (offensive) - This Special may not played in conjunction with any other Specials or any other cards. This card affects the counting of the Venture total at the end of the Battle. It does not affect the attack value, defense value, or any Character's damage total. When counting up how many points were scored in the current Battle, all of the Character's Special Cards that played this Special should be counted twice.
CR (offensive) - This Special is played during Battle, on your turn, and may not be played along with any other cards. Immediately after playing this Special, the player may remove any two Power Cards from the "permanent record" of any two of his opponent's front-line Characters and switch them. The Power Cards must be on "Permanent record", and must be of equal value. If the switching of the Power cards results in a Spectrum KO for either or both of the Characters, then the KO takes effect immediately.
CS (offensive) - After playing this Special, the player may search his or her Draw pile for any Universe card, except for a Training card, Ally card, or Teamwork card, and may immediately put it in his or her hand. Once the appropriate Universe card is found, the Draw pile must be reshuffled.
CT (both) - This Special is played during Battle, and may be played alone, or in reaction to an attack. After this Special is played, a front-line teammate must be chosen. For the rest of the game, or until the chosen teammate is KO'd, all attacks directed at the player of this Special are instead shifted toward this chosen teammate. The chosen front-line teammate may defend, if possible, any attack. This Special shifts all attack cards, including non-damage attacks. If the target Character has a BJ Special, that Special may be used to block an attack that is shifted to him or her, but it does not prevent the next shifted attack that comes in that Battle. Likewise, if Character A and Character B both have this Special and they target each other, if the opponent attacks Character A, the attack shifts to Character B but does not shift any further than that. Character B may still defend as normal. Cards shifted to a teammate in this manner are now considered coming from the hero shifting the attack, and not the opponent. Attacks can only be shifted once.
CU (offensive) - These cards act as a level # attack. If the attack is successful (i.e., the opponent does not successfully block the attack) then the card acts like an AI Special, forcing the target Character to discard a placed card. In some cases the chooser of the placed card to be discarded is the attacking player, and in other cases it is the defending player. If the text does not specify who chooses, then the attacking character chooses. If the Character attacked does not have a card placed to him, then this part of the Special is ignored. Even if the additional AI effect is ignored, the attack still stays on the record of the attacked character.
CV (offensive) - This Special is played as an attack of the Power type and value listed on the Special. This card can only be defended against by a Power card of the value and type required on the Special. If it is not defended, then the attack hits as normal. However, if the Character attacked can defend with the required Power card, then not only is this Special discarded, but the Power card used to defend against this attack automatically hits the Character that used this Special. There is no opportunity to block or defend against this automatic hit. The automatic hit cannot be avoided by negating the Special using an "AO" Special.
CW (defensive) - This Special Card is played just like all other "Avoid 1 attack" Specials (coded "AG"); however, in addition to avoiding the current attack, it also renders this Character unable to be attacked for the rest of the Battle (see BJ Special).
CX (offensive) - This Special acts like an AE-coded Special, only it allows the Character to combine it with any 1 Power card the hero can use, for a single attack. It may be played without combining with a Power card. Multipower power cards cannot be combined with this Special.
CY (offensive) - These cards act as a level # attack. In addition, it enables the Character that uses this Special to make additional attacks as indicated. These additional attacks must be Power cards, and can only be of the Power type(s) indicated. The additional attacks cannot be Multipower attacks or attacks of more than one combined Power type.
CZ (offensive) - These cards act as a level # attack.
If this Special is blocked, it is discarded and there is no further effect.
If this Special is not successfully blocked, and it "hits", then the target
Character must immediately discard all cards placed to him into the Dead
pile regardless of whether or not they would normally be discarded there.
Specials that have been played by a Character that have a long term effect
(for example, Special coded "CG") do not have to be discarded, because
they are considered to be in play, not placed. If the target character
does not have any cards placed to them, then the second part of the Special
is ignored.