DB (both) - This Special Card can be played either offensively or defensively. When played offensively you can use it to remove a placed Teamwork card from one of your opponent's Characters. When played defensively, it is used against a Teamwork card as soon as it is played. When used in this manner, it blocks all actions of the Teamwork card and cancels the second and third attacks. This Special may only be played against the initial attack of a Teamwork attack. It may not be played on the second or third attack of the teamwork card. A character may play this Special defensively against any Teamwork Universe card that is played against their team, even if they are not the target of the initial attack.
DF (offensive) - Upon playing this Special, the player shuffles his Power Pack back into his draw pile. If there is no Power Pack during the turn when this Special is drawn, and no power cards are in the hand, this card must either be placed or discarded as unplayable.
Exception card - The Savage Land card should be coded BL.DG (offensive) - These cards act as a level # attack. In addition, it enables the Character using this card to make up to two additional attacks, if possible. These additional attacks must come from the Character using this Special, and must be made with cards usable by that Character. Each of the additional attacks may be targeted against the same or different Character. See AA for the types of cards that can and cannot be used. The additional attacks are optional. If the additional attacks cannot be made, they are ignored. The bonuses not applied toward damage or venture total.
Exception Card: Quicksilver Rapid Fire Punches should be coded IDDH (offensive) - These cards act as a level # attack. In addition, it enables the Character using this card to make up to two additional attacks, if possible. These additional attacks must be of the Power type indicated on the card. These attacks may need to be made against the same target that this Special was played against, depending on the text of the Special. They must also come from the Character using this Special, and must be made with cards usable by that Character. The additional attacks are optional. If the additional attacks cannot be made, they are ignored.
DI (both) - In all DI cases, the card's duration is for the remainder of the battle. This Special is played during Battle either on your turn as an attack, or in reaction to an attack, defensively. This card may not be combined with any other cards. If used as an attack, then the opponent's entire team may not use Universe cards to attack or defend against the Character using this Special for the remainder of Battle. This includes all Teamwork cards, all Power cards combined with Universe cards, Ally cards and all other instances where a Universe card is used alone, or in conjunction with another card. If used defensively, in reaction to an attack that contains a Universe Card, then that attack is avoided. In addition, the effects of this card (see above) remain for the remainder of the Battle.
DJ (offensive) - Immediately after playing this Special, the Character that played it may take any one hit from his "hits from the current Battle" and switch it for any one hit from his "permanent record". These hits do not have to be of the same Power type or level. The hits must both be on the Character playing this Special. This Special does not affect any other Characters. Because the hits do not have to be of the same level, this Special does affect the Venture total for the Current Battle. If this Special is drawn during a turn when there are no hits on the permanent record, it must either be placed or discarded as unplayable.
DK (offensive) - This Special is played during Battle on your turn either alone, or along with an attack. This Special can only be played if the Character playing it has at least one hit in either his or her "permanent record" or in his or her "hits from the current Battle". Once played, this Special grants the Character playing it a +2 to all attacks made. This bonus remains for the remainder of the Battle.
DL (both) - This Special gives the target Character a penalty towards attacks and a bonus towards defense. It may be played alone offensively on any front line Character (either on the player's team or the opponent's). When played as an attack on an opponent's front line Character, it may be combined with a Power card or a Special as part of the attack. If this attack is avoided or negated, then this Special is avoided as well. This Special may be avoided or negated by the target Character when it is played alone as well. If used defensively, this Special must accompany a Power card playable by the target Character. In all cases, when this Special lands, its effects last until the end of the Battle. The target character may not be the character who played the Special.
DM (both) - This Special is like an AM Special, only the types of cards that get a bonus are specified on the card. When the Special refers to a specific type of Power card, it means only that type of Power card, not Multipower Power cards.
DN (both) - This Special acts like an AM Special, except for the condition required to use it. When the text refers to a team being "outnumbered" it means that the players team of Characters, including front-line Characters and Reserve Characters, is less than, not equal to, the opponent's number of Characters, also including the front line and Reserve Characters. This bonus is applied at the time played and does not change if the balance of heroes changes during the course of the battle. When played, it may not be played in conjunction with a Universe Card, although Universe cards may be used later in the battle and still receive the bonus.
DO (both) - This Special functions similarly to Specials coded "AO." However, it may only be played to negate Specials that affect only the Character that is using the Special.
DP (offensive) - This Special Card is played during Battle on your turn as an attack. The Character using this Special must then choose an icon. The target of this Special may not use any cards that contain the chosen icon for the remainder of the Battle. This includes Power cards, Universe cards, Specials, and all cards that contain this icon but are not exclusively this Power type, for example, Multipower Cards. A Character affected by this Special may not participate in a Teamwork attack that contains the selected icon. It may not be played along with any other cards. This attack may be avoided or it can be negated.
DQ (offensive) - This Special gives the Character playing it an extra 2 hits to KO. It does not affect the Character's ability to be Spectrum KO'd. A Special of this type must be played before a Character has exceeded 20 total points, or has been a victim of a Spectrum KO. This card may not be played in defense in order to avoid being knocked out of the game (see BF Special). The effects of this Special are cumulative, so a Character may have a number of this Special in effect simultaneously for example, with 5 of these Specials in effect the Character playing this Special would have a "hits to KO" value of 30. This Special must be played, not placed, for the bonus to apply.
DR (offensive) - This Special forces your opponent to immediately draw 1 card from his Draw Pile and lay it face up on the table. Using the normal rules of duplication, any duplicate of this card in your opponent's hand, or placed on any Character, front-line or reserve, must immediately be discarded. Cards that are considered in play next to a character do not count for duplication purposes or count as placed as they are in play. Regardless of whether there was any duplication, the drawn card must be discarded. If the opponent has no Draw Pile, then they must shuffle their Power Pack to make a Draw Pile.
DS (offensive) - This Special is played during the Battle on your turn. After playing this Special, it is discarded to the Dead pile. The Character playing this Special may then search his Draw pile for any one Special usable by that Character, and place it in his hand for use during the current Battle. The chosen Special may not be placed for later use. The chosen Special cannot be a duplicate of a Special already placed on that Character, or in your hand. The chosen Special may not be an "Any Hero" Special, any kind of Universe card, or a Tactic card. After selecting a Special, reshuffle the Draw pile. This ends that player's turn.
DT (both) - This Special protects the Character playing the Special from being attacked by any Power card that has the same value as any other Power card on the Character's permanent record. It may be played offensively to prevent any such attack from occurring or it may be played defensively, in response to an attack made with a Power card of equal value as a Power card already on the Character's permanent record. The term "same value" implies that the value of the attack is independent from the Power card being used. If a Character has a level 2 Power card on permanent record and was attacked by a level 1 Power Card with a Universe card granting a +1 bonus (making the total value of the attack equal to 2), then this Special would not protect the Character. If the same Character was attacked by a level 2 Power card assisted by the same Universe card (making the total value of the attack equal to 3), then this Special would prevent the attack from occurring since the value of the Power card being used to attack is equal to the Power card already on permanent record. This Special does not protect the Character from being hit with an attack of the same value as a Special or Teamwork card already on permanent record. This Special does not protect the Character from being hit with a Special or Teamwork card of the same value as a Power card already on permanent record.
DU (offensive) - This Special allows the Character playing it to choose from a specified number of attacks that are made immediately, some of which grant bonuses. The number of attacks must be declared, and are resolved one after the other. In any case, the types of attacks may be restricted by the text of the Special and the additional bonuses do not count toward damage or venture total. This Special can only be negated before the first attack.
DV (offensive) - This Special allows the Character to make one attack at +4. This attack may not be made with a Universe card, although it can be made with a Power card or another Special. If a Special is used for the attack, then it may not be an Any Hero Special. This Special does not count toward damage and Venture total.
DW (offensive) - This Special allows the Character playing the Special to combine certain specified types of Power cards to attack for the remainder of the Battle. The cards used to combine must be playable by the Character. Multipower cards may not be used. The attack comes in as one attack and if the opponent can avoid either portion of the attack (e.g., an AD Special that targets one of the types being combined) then the entire attack is avoided (see AE Special for an example). Numerically, the attack must be blocked as a whole. That is to say, if a level 3 Strength Power card was combined with a level 4 Fighting Power card, then the target Character would need to play a 7 or higher in order to defend the attack but could play an AD Special that said (for example) "Avoid 1 Fighting attack." Combined attacks may not be combined additionally with Universe cards. Negating this special would also avoid the attack.
DX (both) - When this Special is played, the player must immediately declare which Character the playing Character's Power Grid will now change to. The selected Character may be one of the player's Characters or one of the Opponent's Characters. The selected Character may be in Reserve. A KO'd Character may not be selected. Once this Special is played, the Character is considered to have the power grid identical to those of the target Character. If played at a certain time, this may leave unplayable cards in the player's hand since the attacking Character's Power Grid has changed. If this is the case, the unusable cards do not have to be discarded and can be used for bluffing purposes. When played offensively, it is played alone, without an attack. When played defensively, it must accompany the cards required in order to block the attack. This Special, when in hand, or placed, allows the player to keep a power card that would normally be unusable by the owner of the Special, as long as there is another hero in play that can use the power card.
DY (both) - When this Special is played, it can be declared to be the same as any Special that is currently face-up on the playing surface and the game that the hero is involved in. Placed cards, hits on permanent record, hits from the current Battle, and cards that are in play next to a Character (such as EK Specials) whether on the player's Characters or on the opponent's Characters may all be selected to be copied by this Special. Cards in the player's hand (even if face-up on the table), cards in Draw Pile, Dead Pile, or Power Pack, may not be selected. If used offensively as an attack, the target Character must defend as if the Special being copied were the one that was being played. If the hit lands against the target Character, it is important for both players to remember what card was copied so that Venture Total, Spectrum KO, and Cumulative KO can all be determined accurately. When used to copy cards that remain in play for a certain game duration, this card must also stay in play to represent the card being copied. All cards copied in any way would either be attacks from the character, defenses, or other situations for the character playing the Special. Meaning that the character playing this Special's name would appear on the Special like it was their Special in the first place.
DZ (both) - This Special prevents one Character
from playing any offensive cards as attacks for the remainder of the Battle.
It also protects that Character from being attacked for the remainder of
the Battle. The target Character may be on the opponent's front-line of
Characters or on the player's front-line of Characters. If played defensively,
it can be played on any of the player's Characters to block an attack being
made, but also disables that Character from attacking for the remainder
of the Battle. It may not be played defensively on one of the opponent's
front line Characters to disable a Character from attacking. The targeted
character is not prevented from playing defensive cards or making offensive
card plays that do not affect the opponent. The character playing the Special
may be targeted by the Special.