These are the latest rulings and errata as given to
DBFantaics by David Eckhard and Josh Minnon of Score's
DBZCCG Team.
Tournament Banned Card List
The card Dream Machine Battle is banned in all
official DBZ tournaments.
Rules Clarifications & New Rulings.
Deck Size
All Tournament decks must have at least 50 cards and
no more than 75 cards. Your Main Personality cards
(all levels) are counted as part of the deck.
Named Cards
A Main Personality may have up to 4 duplicates of any
of his/her named card in his/her deck, instead of the
normal limit of 3, which applies to all other named
cards.
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.
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.
Allies
NEW RULING: You can have up to 3 of each Level
(Levelís 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 1ís and 3 Level 2ís). You cannot do this,
however, if you or your opponent are playing Saibaimen
as a Main Personality.
NEW RULING: The High-Tech card versions of Level 1
Main Personalities cannot be used as allies in
tournament play.
Hero Main Personalities can have only Hero allies, and
Villain Main Personalities can have only Villain
Allies.
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 Vegetaís ally, or a Nappa Level 2 out as
Vegetaís ally, but a player cannot use both of these
versions of Nappa at his different levels as two
SEPERATE allies.
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.
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 playerís 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.
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 playerís Main
Personality only.
A player can have duplicate or different levels of an
opponentís 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
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.
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.
Main Personalitiesí allies may use their Personality
card powers only once per Combat.
If an ally assumes control of a battle, then use
his/her power stages for computing damage, and not the
Main Personalityís power stages.
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 ìfoeî refers to your opponent).
Tokui-Waza
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,
etcÖ) other than the one martial arts style they have
selected.
Example: Player A has Dragonball 3, Straining Ankle
Smash Move, Senzu Bean, and Tienís Physical Attack in
a Black Tokui-Waza deck, and those cards wonít count
against it.
Drill Cards
Drills are Non-Combat cards whose card title ends in
the word ìDrillî. These cards stay in play and can be
used multiple times throughout your turn, unless the
rules text on the card states otherwise.
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.
Players cannot have duplicates of the same Drill card
in play at the same time (with the exception of Named
drills).
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 Drill cards of that player are discarded
immediately. If a Main Personality is forced to go
down a level, all of his Drills stay in play, and that
Main Personalityís power rating is set to 5 stages
above 0.
Restricted Drill cards are Drill cards that contain
the following in the card power text, ìCannot be used
with other (martial arts style) Drills in play on the
tableî. 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.
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.
When a player has a Drill in his/her hand that cannot
be placed in play because it doesnít 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.
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 Tienís 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 Aís
opponent.
Named and Colorless Drills
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.
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.
Named and Colorless Drills are discarded just like
other Drills when the Main Personality gains a level.
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
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.
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 Aís 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.
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.
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.
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
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
opponentís Dragon Balls cards that is in play.
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.
When a Dragon Ball is captured, the player who
captures it may decide to use its power immediately.
Achieving a Dragon Ball Victory
When a player has all 7 Dragon Balls in play under
his/her control, that player wins.
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
Players track their Main Personalityís 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.
Once the Main Personality has progressed a level,
players reset the Warrior Sword to 0. If your Main
Personalityís 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.
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
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
playerís Main Personality/Ally power rating below 0,
then the player cannot perform the attack.
Even if an energy attack is blocked, the cost of the
energy attack is still paid.
Physical Attacks
If a playerís 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.
Some cards have two parts to their card power, such as
a card power reading ìPhysical attack. Raise the card
userís anger by 1î. If the word ìorî is in the card
powerís text, the player must choose which power to
use. If ìorî 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 attackerís anger being raised, which
occurs before the defender can act.
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/Allyës 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
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).
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 count as an attack).
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 attack.
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.
Once both players have consecutively passed, Combat is
over for the turn.
Cards that stop Combat, such as Saiyan Truce Card,
Nappaís Blinding Stare and Earth Dragon Ball 6, can be
used as a defense or attack, and if they are used as a
defense, they block the attack, and then end Combat
(any anger or other effects still happen).
Non-Combat Cards
NEW RULING: Non-Combat cardís powers indicated in the
card text cannot be used during the Non-Combat step.
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.
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
At the end of every turn, all players discard down to,
at most, one card in their hand.
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.
DBZ Customer Service
1517 W. North Carrier Pkwy. Suite 100 Grand Prairie,
TX 75050
Customer service
Fax: (972) 595-1176
Scoreô is a registered trademark of Score.
Card Clarifications
#17 Hidden Power Level - Treat Hidden Power Level as
if it read, ìPhysical attack. Power your Main
Personality up to its highest power stageî.
#25 Goku's Physical Attack - Remove from game after
use.
#28 Vegetaís Physical Stance and #121 Nappaís Physical
Resistance - These cards should read, ìStop a physical
attack and stop all physical attacks for the rest of
Combat.î
#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 ìsuccessfulî attack(s).
#43 Senzu Bean - Treat Senzu Bean as if it read,
ìPower your Main Personality up to its highest power
stage. Remove from the game after use.
|