Sunday, 18 December 2016

Sci-Fi Horror double bill!

So, finding myself with fuck all to do, I thought it would be a groovy idea to watch some B-movie sci-fi shit...like you do.

These films ere originally shown as a double bill upon their release in 1967, and have been regarded as being no only the worst double bill ever made, but also the two worst films made by Amicus productions.

Here we go....

The Terrornauts (1967)






"Project Star Talk" is attempting to find evidence of extra terrestrial life by using an expensive radio telescope rented at night to listen for alien signals, and, despite four whole years of listening, they haven't heard diddly squat.
Facing having their funding pulled, the team is given 90 days to come up with results, and, miraculously, on the day they are told that this is the case, they pick up a signal just as they are coming to the end of their allotted time.
The next night, they find the signal again, and verify its origin as being from the asteroid belt. Dr. Burke, the project leader, decides to spend the remainder of his 90 day budget on a transmitter so they can send a signal back. They get a response, and the Star Talk team, as well as Mr. Yellowlees the accountant (Charles Hawtrey in his only sci-fi role that I am aware of) and the tea lady, find themselves being abducted.
From there on the film becomes an adventure involving ancient alien civilisations, a galactic war and the impending invasion of the Earth itself!.

Yeaaaahhhh, out of the two films in this double bill, this is definitely the better one. Starts off with an interesting plot line, but once we get to the alien abduction part the films shoestring special effects budget, coupled with a fairly run of the mill story line kind of ruin it.
The scene depicted on the theatrical poster is probably the films weakest point, and just seems to have been shoehorned in so as to act as both a patch for plot holes and to pad the film out a bit.
Other than that, the film itself is a bit of a throwaway to watch if you havent got anything else worth watching available.



They Came From Beyond Space! (1967)



Meteors fall on part of southern England and a scientific unit is dispatched to investigate, however, anyone who approaches the fallen meteors is taken over by alien consciousnesses!!!.
Only Dr. Temple, who was supposed to lead the team but had to stay in hospital, can save the world from alien takeover, thanks to the steel plate in his skull!.

Aww man this film sucks hard.
Although an interesting concept, its one that has been done before, and more competently, by other people.
This film is apparently an adaptation of the book "The Gods Hate Kansas", although I've never read it.
Again, low budgets spoil the film, including reuse of sets and props from both "Daleks: Invasion Earth 2150AD" and "The Terrornauts", caused due to Terrornauts using up the budget for both films in this double bill, but, more seriously, the film is just plain boring.


Yeah, don't dirty your eyes watching this.









Sunday, 6 November 2016

Review:- Black mirror Series 3 (2016)

*blows dust off site*

Wow, been nearly a year since I last put anything on here, not that anyone will have noticed of course, being as how very few people read it.

*ahem*, Anyways...



Overview.

So, Charlie Brookers surprise hit series, which has been described as being "The Twilight Zone of the 21st century"  said adios to Channel 4 and instead is now being made in co-operation with Netflix, and this becomes dead obvious when the number of American accents suddenly skyrockets and you can play a drinking game based on appearances from people who are in/were in "Game of Thrones".

Originally the series was to be 12 episodes, however in order to make more money, instead the series has been split into 2 half seasons of 6 episodes each to be released a year apart..funny how that seems to be happening a lot these days.

So, 2016s episodes follow the usual formula of having a suspense/mystery/horror type story, with the twist in the tale being based around some sort of  quirk in a human-technological relationship, however while series 1 and 2 provided different types of technological relationships, ranging from virtual reality to robots, series overwhelmingly seems to be concentrating on the concepts of mobile phone apps and augmented reality.

Right, lets have a look at the episodes.... *Contains Spoilers*







E1 - "Nosedive"
Lacie Pound lives in a superficial world where a mobile phone app allows you to rate other people out of 5, based on, well, nothing really other than personal preference. People who have higher ratings enjoy a larger amount of social popularity, however the problem lies in the fact that peoples social media ratings are also taken as determining that persons "worth" within the superficial and shallow culture. Your job and where you live are all determined by how high your rating is, and people can find themselves suddenly being out of work or homeless due to their rating dropping below the "acceptable" level. Everyone can see everyone elses rating, either by looking them up on the social network, or by looking directly at them with smart lenses that everyone wears.
Lacie, whose rating hovers around the 4.2 level, lives with her brother, who doesn't pay too much attention to his rating, mainly because him and his friends don't play much of a part in the superficial social scene that Lacie does.
Lacie attempts to move into her own place in a fairly affluent area of town, but is told that the price of renting the property depends on how high your rating is, the higher your rating, the cheaper the property. Lacie is denied a discount because the desired resident should have a rating of 4.5 or more, meaning Lacie will need to boost her own rating in order for her to begin living the lifestyle she thinks she is entitled to.
In order to try and drum up some 5* ratings, she begins rating anything anyone does at 5*, hoping that they will respond in kind, in addition, she begins making banal and nostalgic social media posts.
Her dreams come true when someone from school, who has a 4.8 rating invites her to be the maid of honour at her wedding, which Lacie figures that being as her frends friends are also "high score" people, winning their approval will boost her own rating well past the desired 4.5 mark....the future she believes she deserves gets closer.
Unfortunately, on the day she packs up her belongings ready to move into her new place, which is also the day she is to travel to the wedding, things go awry, and Lacie finds out just how superficial and shallow the approval culture she aspires to live in really is.

E2 - "Playtest"

Cooper, a young American man, leaves home to backpack around the world after his father dies.
After spending time in various countries, he finds himself ending up in London, where he hooks up for casual sex with a woman named Sonja. Finding himself a little short of cash, he uses a phone app to look for casual work. Aside from the usual low paid stuff, a job as a playtester for a video game company jumps out, not only because it isn't manual labour, but also because they are offering large amounts of money, so, he applies and is accepted.
Arriving at the companies headquarters, Cooper is informed that the technology they want him to help test is revolutionary, but also top secret and highly experimental, thus requiring him to sign a waiver and hand over his phone, he does so but when left alone he retrieves his phone and begins taking pictures of the equipment, sending them to Sonja in the hopes that selling them to other game companies will pay large amounts to see what could be their rivals "next big thing".
Cooper is disturbed from taking pictures by the return of the test supervisor, who informs him that his participation will require him to submit to a small medical procedure, which involves having a small interface, called a "mushroom" implanted in the back of his neck, Cooper agrees and the first test of the technology begins.
The mushroom creates an augmented reality envinroment, where computer game sprites are overlaid onto Coopers visual and auditory senses, this is demonstrated when the supervisor has him play a game of Whack-a-mole on the table, with the moles appearing as cute cartoon characters emerging from CGI holes in the tabletop. Cooper enjoys the experience, but the supervisor asks him if he would like to continue to the next level of playtesting, which will of course mean more money, he agrees without hesitation.
He is intoduced to the director of the game company, who explains that the technology can also be used to invoke a totally immersive environment, and they have been working on a survival horror game which has no script or fixed storyline, instead the device reads the players memories and tailors the game to fit in with their own personal fear triggers. Cooper agrees and is strapped into the interface chair and begins to play the game.
At first, the game is rather boring, as Cooper wanders around the company HQ but the AR system makes him see it as a 19th century mansion. A few jump scares get his adrenaline flowing but don't faze him much, however soon enough, the game becomes more and more "real", and despite assurances to the contrary, he does come to harm.

E3 - "Shut up and Dance"

Kenny is a young man who works in a burger bar. One day he returns home from work to find his teenage sister has been using his laptop without consent, and as a result the entire thing has been flooded with malware. Downloading the first anti-malware program he finds on google, he runs it and it appears to fix his problems, then, like most awkward young men,  he sits down to have a good wank over some unseen porn.
Problem is is that the anti-malware program he has used has allowed an anonymous hacker to see and record everything he has looked at and done, and, in an email to him Kenny finds out that the hacker says they will release the contents of his hard disc and the video of him wanking onto the internet, unless he agrees to do a few simple tasks. Terrified of the social consequences, Kenny agrees, and finds himself doing a series of increasingly dangerous tasks along with other people who are also being blackmailed by the hacker.

E4 - "San Junipero"



In 1987, two girls, Kelly and Yorkie, meet in the party resort of San Junipero and begin a relationship, however, Kelly mysteriously disappears, leaving Yorkie feeling somewhat distraught.
Yorkie searches for Kelly, but finds that she seems to appear and disappear from the resort frequently, and never seems to associate with the same people each time she appears.
Yorkie finds one of the men who also relentlessly pursues Kelly, and asks him if he knows where she is, he responds that he doesn't know, but he has seen her in the 1990s and early 2000s.
Yorkie appears to time travel around these periods, eventually running into Kelly in an early 2000s video game arcade.....

E5 - "Men against Fire"

In the near future, a war of some sort has led to mass displacement of people, and a disease has mutated some humans into creatures referred to as "Roaches". "Stripe" is a new recruit in an army which helps the survivors and hunts down and kills roaches to stop the disease they carry from spreading. To assist them in their work, all soldiers in this army are equipped with a cybernetic augmented reality program called "MASS", which provides real time tactical information, video and audio feeds, but also suppresses fear as the device can manipulate the brain on a subconscious level.
On his first mission his squad raids an isolated manor house, where the owner is sheltering a group of roaches, Stripe distinguishes himself by shooting one roach and stabbing another to death with his combat knife, although during the raid, he notices that some of the Roaches wave small wand like devices at them, which emit a green light when activated. The devices seemingly have no purpose so are ignored as the Roaches are slaughtered.
Despite being rewarded with an erotic dream, delivered via the MASS system directly into his brain, Stripe begins to notice that his AR begins to glitch in some bizarre ways, such as clouding his vision, lagging on his tactical display, letting him regain his sense of smell, and, most oddly, making him see humans where everyone else sees Roaches...

E6 - "Hated in the Nation"

DCI Karin Parke gives evidence at an enquiry into an incident that occurred during the course of a strange murder investigation the previous year.
One year earlier, an opinion columnist who printed an unflattering article about a disability campaigner who self immolated in response to government cuts to disability benefits dies in mysterious circumstances, followed the next day by the death of a famous rapper who made some disparaging comments about a child on television. At first, nothing seems to connect the two deaths, until Parkes new partner, a former cyber crime specialist named "Blue" finds that both victims were connected with a twitter hashtag campaign called "The Death game" in which users are asked to name a person they dont like with the hashtag #deathto, and the person with the most votes each day will die between 5pm and 12am. The number of people using the hashtag is increasing on a day to day basis.
How the deaths are carried out is a mystery until devices called "Autonomous Drone Insects", small robots created to replace the dwindling population of bees, are found to have entered the victims bodies and killed them in some manner.
With thousands of these self replicating machines existing in the UK, it soon becomes clear that someone somewhere has found a way to reprogram these small robots to act as murder weapons, and it seems the targets are being chosen by people using a twitter hashtag to eliminate people who have earned the publics ire for some reason....

Final thoughts.

This series isn't bad, but compared to previous series it does seem to now be suffering from sloppy writing, as the "twists in the tale" are quite easy to figure out early on in the episode, and the suspenseful atmosphere of previous entries is lacking a bit.
That said, most of the stories in this season are pretty poignant and take stuff that is going on now to their extreme endings, particularly the stories featuring social media being used as a tool to ostricize people for shallow reasons.

Not bad, but not great either, a solid 7/10 though.



Thursday, 10 December 2015

Dragon Ball Z/GT Integrated :- Banned/Restricted list & Errata.



Please find below the current Banned/Restricted/Errata list for both the Score and Panini DBZ/GT Card games. This document has been produced and is intended to be used alongside THIS ruleset.

Date of publishing - 10/12/2015.

Score Entertainment Cards

This list is taken from the last produced Score DBZ CCG banned list published circa 2006.

Banned List
The following cards are may not be included in any tournament legal decks:

Chiaotzu’s Psychic Halt
Cosmic Backlash
Dragon’s Glare
Dream Machine Battle
Feeding Frenzy
Supreme West Kai (Levels 1, 2, and 3)
The Talking Ends Here
This Too Shall Pass

Restricted List
The following cards are classified as Restricted and have been given the text “Limit 1 per deck” after their original printing. Cards that are printed as being Limit 1 per deck do not appear on this list.

Battle Pausing
Blue Terror
Cell’s Backslap
Energy Lob
Expectant Trunks
Frieza’s Force Bubble
Goku’s Lucky Break
Initiative
Injured Circuits
Krillin’s Search
Nappa’s Energy Aura
Nappa’s Physical Resistance
Namekian Energy Focus
Orange Reflex
Orange Uppercut
Pure Defense
Releasing the Sword
Risky Maneuver
Saiyan Headshot
Saiyan Power Block
Saiyan Truce Card
Straining Destruction Move
Super Saiyan Effect
Teaching the Unteachable Forces Observation
Trunks Effortless Drill
Trunks Thinking
Vegeta’s Physical Stance
Vegeta’s Plans
Vegeta's Quickness Drill
Vegeta’s Smirk
You’re Invited


Semi-Restricted List
The following cards are classified as Semi-Restricted and have been given the text “Limit 2 per deck” after their original printing. Cards that are printed as being Limit 2 per deck do not appear on this list.

Caught Off Guard Drill
Goku’s Physical Attack

Panini Cards.

 ==None at time of last Panini CRD Document (published 3/11/2015)==

Errata

Score Entertainment Cards
 
Ally’s Sacrifice (Saiyan Saga - #156) - Treat this card as if it read, “Stops all of your opponent’s physical and energy attacks for the remainder of Combat. Remove one of your Allies in play from the game to use this card”.

Ally Wins! (Saiyan Saga - #229) - Treat this card as if it read, “Your opponent discards one life card for every Ally you have in play. Remove from the game after use.”

Android 13 Lv.2 (Movie 7 - #M2) – Android 13’s ability to remove your Android Allies from the game to advance a personality level must be done during one of your “Attacker Attacks” phases.

Android 14 Lv.1 (Movie 7 - #M7) – Android 14 can take control of Combat with his Constant Combat Power and perform other attacks/do other things than just discarding a card from his hand to perform a physical attack doing +2 life cards of damage.

Android 14’s ability to discard a card to do a physical attack doing +2 life cards of damage can be used multiple times each turn.

Android 18 Lv.1 (Cell Saga - #182) – Treat her power as if it read, “When entering Combat as the attacker, look at the top 6 cards from your Life Deck and place them back on top in any order, then draw a card.”

Android 18 Lv.1 HT (Cell Saga - #R7) - This power only lasts for the remainder of Combat.

Android 18’s Stare Down (Android Saga - #90) - This card can affect Dragon Balls.

Android 20 Lv.1 (Android Saga - #118) - Treat his power as if it read, “Lower Android 20 5 power stages to search your Life Deck or discard pile for any 1 personality with “Android” in the card title. Place the chosen personality card in play at 5 power stages above 0.”

Android Tag Team (Movie 7 - #M29) – You can only get a personality with “Android” in the title from your removed from the game pile with this card and not your opponent’s removed from the game pile.

Anger Management (Capsule Corp Power Pack - #CCPP3) – Treat this card as if it read, “Tuff Enuff only. Whenever you gain anger this Combat, all of your attacks do +1 life cards of damage for each anger level gained to a maximum of 5 for the remainder of Combat. The next attack you perform this Combat gains “Draw a card.” Remove from the game after use.” When you play Anger Management, any anger levels you gained before Anger Management was played do not count towards Anger Management.

The addition of the “Draw a card” text only applies to the first time you use the attack. If a card or a power can be used multiple times in a Combat and receives the “Draw a card” text, you only get to draw a card the first time you use the attack.

Arqua’s Arena (World Games Saga - #91) – If you place an ally into play while this Battleground is in play, the ally that you are placing into play cannot gain the power stages granted by Arqua’s Arena.

Aura Clash (Cell Games Saga - #108) – Treat this card as if it read, “You cannot win by the Most Powerful Personality Victory for the remainder of the game. Raise your anger 6 levels. Raise your opponent’s anger 6 levels.”

Baba’s Energy Blast (Saiyan Saga - #225) - Treat this card as if it read, “Use when needed. Your opponent discards 3 cards from his Life Deck. Remove from the game after use.”

Battle Pausing (Saiyan Saga - #204) - Treat this card as if it read, "Draw the top 2 cards from your discard pile. Your opponent’s Main Personality gains 5 power stages. Remove from game after use."

Black Bear Hug Drill (Saiyan Saga - #131) - Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

Black Defender Drill (Saiyan Saga - #152) - 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.”

Black Disarray Drill (Kid Buu Saga - #96) - Treat this card as if it read, “Sensei Deck only. When your opponent would discard any number of card(s) from his hand because of your card effects, the cards are discarded at random instead.”

Black Energy Deflection Drill (Trunks Saga - #74) - Treat this card as if it read, “You may play an energy attack from your hand and pay its costs in order to stop an energy attack, and then your opponent discards 1 life card.” All secondary effects printed on that energy attack are resolved, “If successful” effects are not resolved and the defender takes no life cards or power stages of damage from the attack.

Black Energy Stamina Drill (Frieza Saga - #72) - Treat this card as if it read, “All of your energy attacks cost 1 power stage for you to perform (after all modifiers from other cards/effects).”

Black Fore Fist Punch (Saiyan Saga - #65) - Treat this card as if it read, “Energy attack doing 6 life cards of damage. If successful, your opponent loses 3 power stages, to a minimum of 0.”

Black Free-Style Drill (Saiyan Saga - #136) - Treat this card as if it read, “After 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.” This is not a “Freestyle” Drill.

Black Groveling Drill (Kid Buu Saga - #5) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Black Personal Smack (Babidi Saga - #4) – This card gains, “Remove from the game after use.”

Black Physical Drill (Saiyan Saga - #143) - 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.”

Black Saving Drill (Cell Games Saga - #38) – This card no longer has “Remove from the game after use.”

Black Striking Drill (Saiyan Saga - #147) - Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

Black Takedown Drill (Saiyan Saga - #127) - Treat this card as if it read, “Once per Combat, you may draw a card after performing a successful attack.”

Black Water Confusion Drill (Trunks Saga - #30) - This Drill affects all players.

Blue Allies Drill (Frieza Saga - #70) – Treat this card as if it read, “Once per turn, search your….”

Blue Backflip (Cell Saga - #65) - This card’s title has been clarified to say “Blue Flip.”

Blue Battle Drill (Trunks Saga - #P4) - This Drill affects Dragon Balls (i.e. you cannot place Earth Dragon Ball 7 into play while this Drill is in play). This Drill affects all players.

Blue Biting Drill (Kid Buu Saga - #11) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Blue Breakfall Drill (Saiyan Saga - #145) - 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.”

Blue Cradle Drill (Saiyan Saga - #138) - This works any time you must place a life card from your Life Deck into the Discard Pile, and not just with life cards of damage.

Blue Deceiving Drill (Saiyan Saga - #129) - Treat this card as if it read, “When entering Combat as the defender, you may gain up to 3 power stages.”

Blue Enemies Drill (Saiyan Saga - #141) - 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.”

Blue Holding Drill (Android Saga - #55) – Treat this card as if it read, “Your opponents may only place 1 Non-Combat card in play from their hand during their turn.” You can still put Non-Combat cards into play with other card effects, and Non-Combat cards put into play this way do not count towards your “1 Non-Combat a turn” from Blue Holding Drill.

Blue Lunge (Fusion Saga - #97) - This card gains, “Remove from the game after use.”(1/15/04)

Blue Neck Restraint Drill (Saiyan Saga - #150) - Treat this card as if it read, “All of your physical attacks do +3 power stages of damage. Cannot be used with any other Blue Drills in play.”

Blue Off-Balancing Drill (Saiyan Saga - #125) - Treat this card as if it read, “All of your physical attacks do +1 power stages of damage.”

Blue Reversal Drill (Saiyan Saga - #133) - Using this Drill’s power takes the place of a player’s attack. A player can only use the most recent physical attack performed against that player this Combat (stopped or unstopped). Copy the entire physical attack, as well as secondary effects and modifiers from the attack.

When a card copies a card that your opponent has played (like Trunks Swiftly Moving and Blue Reversal Drill), the “copied” card that you use is an extra card that is created for this effect, which gains all of the text from the card that you are copying. This extra card then disappears when it is finished instead of going to your discard pile or your removed
from the game pile.

Blue Rush (Android Saga - #57) - Treat this card as if it read, “Physical attack. If you declared Tokui-Waza, this attack does 5 power stages of damage instead. If successful, Combat ends after damage, if any, is dealt.”

Breakthrough Drill (Trunks Saga - #42) - This Drill affects Dragon Balls (i.e. you cannot place Earth Dragon Ball 7 into play while this Drill is in play). This Drill affects all players.

Bulma, the Wife Lv. 1 (Kid Buu Saga - #45) - See Section 10: Power Level Errata.

Bulma Finds a Dragon Ball (Saiyan Saga - #222) - This card is not a Dragon Ball.

Bulma Finds a Drill (Saiyan Saga - #223) - This card is not a Drill.

Captain Ginyu Reversal Drill (Frieza Saga - #74) - Treat this card as if it read, “Villains only. For every 3 power stages of damage you receive, per attack, your opponent loses 1 power stage of damage. Limit 1 per deck.”

Caught Off Guard Drill (Cell Games Saga - #111) – This card gains, “Limit 2 per deck.” You cannot name or affect a Personality Card, Dragon Ball, Sensei, or Mastery. If you name Caught Off Guard Drill when you play Caught Off Guard Drill, no more Caught Off Guard Drills may be played or used, and any cards that were being affected by other Caught Off Guard Drills in play are no longer affected. If the Caught Off Guard Drill that is affecting Caught Off Guard Drill leaves play, the other Caught Off Guard Drills return back to normal.

Later that turn your opponent makes you discard your Caught Off Guard Drill. Blue Round Throw is now again affected by your opponent’s Caught Off Guard Drill.

Cell Jr. 1 Lv.1 (Cell Games Saga - #94) – This personality may search for Cell Jr. 1 or Cell Jr. 2. Using this personality’s power can allow you to overlay an Ally to a higher level than your Main Personality.

Cell Smiles (Android Saga - #C1) - Treat this card as if it read, “Choose 1 card at random from your opponent’s hand. Your opponent shuffles that card into his Life Deck.”

Cell’s Neck Grab (Lost Villains - #LV6) – Treat this card as if it read, “Cell only. Physical attack doing +3 power stages of damage. If successful, discard one of your opponent’s Allies in play and your opponent’s Main Personality loses 1 power stage for each power stage the Ally was at above 0.” If you do not discard one of your opponent’s Allies in play with Cell’s
Neck Grab’s If Successful effect, your opponent’s Main Personality loses no power stages from the If Successful effect.

Cell’s Style (Cell Saga - #Preview 6) – This card only modifies attacks performed by Cell. This card does not modify attacks performed by the Cell Jr(s) personality card.

Chiaotzu Lv.2 (Saiyan Saga - #105) - If Chiaotzu is your Main Personality, and you use his power, Chiaotzu is removed from the game as the cost of the attack, no damage is dealt, and you lose. If Chiaotzu is your Ally, and you use this power, the damage from the attack is dealt, even though Chiaotzu is removed from the game as part of the cost.

Chiaotzu’s Drill (Saiyan Saga - #230) - This card is a Non-Combat card, not a Physical Combat card. 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.”

Chiaotzu’s Physical Defense (Saiyan Saga - #250) - Treat this card as if it read, “Stops all heroes from losing 1 life card of damage from every attack for the remainder of Combat. Remove from the game after use.”

Chi-Chi Lv.1 (Saiyan Saga - #86) - Chi-Chi’s power can be used once per turn to stop a physical attack performed against Gohan or Goku. Your Main Personality doesn’t have to be at 0 or 1 stage above 0 in order for Chi-Chi to use this power.

Chi-Chi, the Grandmother Lv.1 (Kid Buu Saga - #47) - See Section 10: Power Level Errata

Concentration Drill (Trunks Saga - #P3) – This card only changes how a card is placed back into your Life Deck, and does not come into effect with Lord Slug Lv.3’s (#CP6 from the Capsule Corp Power Pack). This card allows you to shuffle cards back into your Life Deck instead of placing them somewhere in your Life Deck. This effect does not allow Lord Slug’s Lv.3 Constant Combat Power to shuffle even more cards back into your Life deck.

Confrontation (Trunks Saga - #P2) - This card can affect Dragon Balls.

Cutting the Tail (Saiyan Saga - #200) - Treat this card as if it read, “Set your opponent’s anger at 0. Remove from the game after use.”

Deceptive Moves (Majin Buu Saga - #P4) - You cannot have this card in your Life Deck or Sensei Deck if you are declaring a Red Tokui-Waza.

Dende, the Unlikely Hero Lv.1 (Frieza Saga - #48) - Dende must “take control” of Combat, and use his power “in place of an attack.” Then, at the end of Combat, take an Ally from your discard pile and put it into play at 4 power stages above 0. The Ally you bring into play with Dende must be legal. If you bring into play with this power, for instance, Yamcha Lv.2, and you place it on top of Yamcha’s Lv.1, Yamcha does not power up to full, but is placed at 4 power stages above 0.

Don’t You Just Hate That (Trunks Saga - #125) - Treat this card as if it read, “Remove up to two of your opponent’s Non-Combat cards in play from the game. Remove from the game after use. Limit 1 per deck.”

Double Whammy Treat this card as if it read (If this card discarded from your life deck at the end of the turn you may search your life deck for a level 1 ally and place him into play.)

Dr. Willow (Cosmic Anthology - #CA4, #CA5, #CA6) – Dr. Willow cannot win by the Most Powerful Personality Victory.

Dragon’s Victory (Cell Games Saga - #123) – You must have 4 anger to be able to play this card. If your opponent uses Where There’s Life, There’s Hope (Trunks Saga #157), you recheck to see if your opponent has 4 anger when its effects end.

Dream Fighting (Saiyan Saga - #199) - Treat this card as if it read, “End Combat. Place the bottom card of your discard pile at the bottom of your Life Deck. Remove from the game after use.”

Earth Dragon Ball 4 (Saiyan Saga - #76) - When this card is placed in play, increase your Main Personality’s anger 2 levels. The card’s power to skip the next Combat a player is forced into “remains active” until that player’s opponent declares Combat. When Combat is declared this effect skips Combat immediately (do not use “when entering Combat effects,” do not draw cards, do not take damage). The player who controls Earth Dragon Ball 4 controls the ability to skip Combat, so if EDB 4 is captured back and forth between 2 players, the ability to stop Combat does not stack.

Earth Dragon Ball 5 (Saiyan Saga - #77) - Treat this card as if it read, “Raise any one of your personalities to his highest power stage. Raise your anger 2 levels. Draw 2 cards. Place the top 2 cards of your discard pile at the bottom of your Life Deck.”

Earth Dragon Ball 6 (Saiyan Saga - #186) - 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. At that time, the player who controls the Dragon Ball raises his Main Personality to its highest power stage. The player
who controls Earth Dragon Ball 6 controls the ability to end Combat, so if EDB 6 is captured back and forth between 2 players, the ability to end Combat does not stack.

Earth Dragon Ball 7 (Saiyan Saga - #187) - When this card is placed in play, all of the controlling player’s opponents’ anger is lowered 2 levels. The controlling player may place this card in play from his hand during Combat, in place of an attack, to end Combat. If this card is placed in play during the controlling player’s Non-Combat step, that player does not get to end Combat.

Earth Dragon Ball Combat (Saiyan Saga - #189) – Treat this card as if it read, “Energy attack. If successful, capture a Dragon Ball.”

Empowerment! (Frieza Saga - #13) - Treat this card as if it read, “Heroes only. Raise your anger 1 level. If your Main Personality is Piccolo or Nail, raise your anger 2 levels instead. Remove from the game after use.”

Energy Empowerment Drill (Babidi Saga - #51) – This card does get around defensive powers that reduce the damage dealt by the attack like the Saiyan Energy Defection powers from Saiyan Saga. This card does NOT get around damage caps (cards that state that you take a maximum of _____ damage from the attack).

Excitement (Irwin Toy - #IR9) - Treat this card as if it read, “Show your opponent your hand. Draw a card for each Non-Combat card in your hand.” This card is used during Combat in place of an attack.

Eyes of the Dragon (Saiyan Saga - #157) - Treat this card as if it read, “Use when needed. After you perform a successful energy attack, search your Life Deck for a Dragon Ball then place it in play and capture a Dragon Ball from your opponent. Limit 1 per deck.”

Fall 7 Times, Get Up 8 Times (Saiyan Saga - #30) - Treat this card as if it read, “Defense Shield: Stops the first unstopped physical attack performed against you this Combat. Remove from the game after use.”

Focusing is Everything (Frieza Saga - #122) - Treat this card as if it read, “Heroes only. Remove an opponent’s Non-Combat/non-Dragon Ball card in play from the game. Remove from the game after use.

Fond Memories (Kid Buu Saga - #100) - You cannot get a Fusion personality card with Fond Memories. You also cannot get any personality cards used for Fusions with Fond Memories.

Foreboding Evidence (Android Saga - #P2) – This card gains “Remove from the game after use.”

Fortify Your Spirit (Saiyan Saga - #31) - Treat this card as if it read, “Defense Shield: Stops the first unstopped energy attack performed against you this Combat. Remove from the game after use.”

Frieza is Ready (Trunks Saga - #59) - Treat this card as if it read, “Villains only. Use immediately after you take damage from one of your opponent’s attacks. When your Main Personality takes life cards of damage, your opponent discards twice as many life cards. Limit 1 per deck.” This card is not affected by Endurance and does not allow you to Overkill
your opponent because this card is not dealing damage.

Frieza Smiles (Frieza Saga - #49) - Treat this card as if it read, “Play this card as your first card from your hand during Combat. Stops a physical or energy attack. For the remainder of Combat, stops all attacks of the same type this card stopped.”

Frieza’s Force Bubble (Frieza Saga - #P5) - Treat this card as if it read, “Stops an energy attack. Stop all energy attacks for the remainder of Combat.”

Frieza’s Irritation Grows (Trunks Saga - #57) – This card is supposed to read “…level for every "Frieza's Irritation Grows" in your..”

Future Gohan Lv.2 (Capsule Corp Power Pack - #CP11) – If you reveal a Saiyan Style card with your Mastery, you get to draw the additional card along with what the Mastery was originally going to do.

Garlic Jr. Lv.1 (Trunks Saga - #176) - Treat this Constant Combat Power as if it read, “All damage from energy attacks performed against Garlic Jr. is reduced by 2 life cards.”

Garlic Jr. Lv.2 (Trunks Saga - #177) - Treat this Constant Combat Power as if it read, “All damage from energy attacks performed against Garlic Jr. is reduced by 3 life cards.”

Garlic Jr. Lv.3 (Trunks Saga - #178) - Treat this Constant Combat Power as if it read, “All damage from energy attacks performed against Garlic Jr. is reduced to 1 life card.”

Garlic Jr.’s Black Water Mist (Trunks Saga - #33) - Ignore the last sentence of this card. This card is not a Black Style card, because “Black” is not the first word in the title of the card.

Gathering of Warriors (Cell Games Saga - #Preview 4) – This card cannot be used during the Combat Step.

Gohan Lv.1 (Saiyan Saga - #164) - If a successful energy attack is performed against Gohan, he may raise his anger 1 level.

Gohan Lv.1 (Majin Buu Saga - #161) – Treat this Constant Combat Power as if it read, “You do not discard cards from your hand from your opponent’s card effects. Once per turn, you do not have to discard cards from your hand for a card effect and you would get to use that card effect without having to discard the card.”

When you use a card effect that allows you to discard any amount of cards from your hand for the effect and you use Gohan’s Constant Combat Power with it, the amount of cards considered discarded (but not actually discarded from your hand) cannot be more than the amount of cards in your hand.

When you use a card effect that requires something specific about the card being discarded, like it has to be a specific style, a specific card, a specific card type, etc. etc., you must reveal a card in your hand to your opponent that fits that criteria to use Gohan’s Constant Combat Power with it.

Gohan Lv.2 (Saiyan Saga - #165) - His power is considered a physical attack.

Gohan, the Champion Lv.1 (Cell Saga - #164) - This power is used during an “Attacker Attacks” phase of a Combat that his opponent declared against him.

Gohan, the Protector Lv.2 (World Games Saga - #167) - Treat this card as if it read, “Constant Combat Power: Your Allies in play cannot be removed from the game. If Videl is in play as your Ally, your Allies power up 1 extra stage during the Power Up Step.”

Gohan’s Energy Defense (Saiyan Saga - #111) - Treat this card as if it read, “Stops an energy attack. Raise your anger 1 level.

Gohan’s Hidden Power (Babidi Saga - #P9) – Whenever you use a card where you can pay the cost with any amount of power stages, you cannot discard more life cards from your Life Deck than that personality could pay for the cost.

Gohan’s Kick (Cell Games Saga - #8) – Neither player may use cards that end Combat, stop all physical attacks and stop all energy attacks. Playing Gohan’s Kick keeps all 3 types of those cards from being played. If a card is used and has a floating effect that stops all attacks, the floating effect still works even after Gohan’s Kick has been played.

Gohan’s Kick’s secondary effects also affect Dragon Balls. So, a player may not use Earth Dragon Ball 6 or Earth Dragon Ball 7 if Gohan’s Kick has been played that Combat.

Gohan’s Physical Attack (Saiyan Saga - #26) - Treat this card as if it read, “Physical attack Raise your anger 1. Gain 5 power stages.”

Gohan's Stomp (Frieza Saga - #114) - Treat this card as if it read, “Heroes only. Energy attack doing 5 life cards of damage. This attack cannot be stopped, prevented or reduced by Main Personality powers.”

Gohan’s Temper (Frieza Saga - #15) - Treat this card as if it read, “Energy attack. If your Main Personality is a Hero, raise your anger 1 level. If “Dragon Ball 6” is in play, raise your anger 2 levels instead.”

Goku Lv.1 (Majin Buu Saga - #156) – Treat this card as if it read, “… remove 7 Saiyan Style cards in your discard pile from the game to raise your anger 6 levels…”

Goku Anger Attack (Saiyan Saga - #46) - Doubles the base damage (damage from the Physical Attack Table), before you add modifiers from Drills.

Goku Body Throw (Saiyan Saga - #44) - Treat this card as if it read, “Physical attack doing 1 life card of damage.”

Goku Honor Duel (Saiyan Saga - #101) - Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

Goku Swiftly Moving (Majin Buu Saga - #66) – Copy the entire energy attack, as well as secondary effects and modifiers from the attack. If the card you copy stays in play to be used one more time this Combat, then you may use the copied attack one more time this Combat. When you stop an energy attack with this card, you only copy the card power when you use the attack during your next Attacker Attacks phase. The floating effect that Goku Swiftly Moving creates does not copy any of the following: Title, Style, Rarity, Card Number, Picture, Card Type, Sword/Starburst, Headshot, kanji, or Quote.

If this card is used to stop an attack that normally cannot be stopped by this card, you may still perform a copy of that attack during your next Attacker Attacks phase, but the previous attack is still successful.

If you use Goku Swiftly Moving and another card effect would make you skip your next Attacker Attacks phase, then you do NOT get to use the attack that Goku Swiftly Moving is copying on your next available Attacker Attacks phase.

When a card copies a card that your opponent has played (like Goku Swiftly Moving), the “copied” card that you use is an extra card that is created for this effect, which gains all of the text from the card that you are copying. This extra card then disappears when it is finished instead of going to your discard pile or your removed from the game pile. If the text involves attaching itself to another card in play, such as from copying Black Exertion, this extra card is not considered to be finished until it is no longer attached.

Goku, Super Saiyan Lv.2 (Majin Buu Saga - #157) - Treat this card as if it read, “… remove 7 Saiyan Style cards in your discard pile from the game to raise your anger 6 levels…”

Goku, the Defender Lv.2 (Trunks saga - #165) – You use this power during your “Attacker Attacks” phase during Combat, but you do not use the card effect until Combat has ended. Only life cards of damage dealt to you while you are at your Goku, the Defender personality level counts towards the 5 life cards needed to raise your anger 2 levels.

Goku, the Leader Lv.1 (Trunks Saga - #164) – You use this power during your “Attacker Attacks” phase during Combat, but you do not use the card effect until Combat has ended.

Goku, the Mighty Lv.1 (Shonen Jump - #SJ1) – This power lasts for the remainder of Combat.

Goku, the Protector Lv.3 (Trunks Saga - #166) - Goku’s Defense Shield is separate from his Constant Combat Power.

Goku’s Capturing Drill (Saiyan Saga - #237) - Treat this card as if it read, “Dragon Balls you control may not be captured while this Drill is in play.”

Goku’s Conquering Stance (Saiyan Saga - #19) - Treat this card as if it read, “Physical attack. If successful, lower all players’ anger levels to 0.”

Goku’s Farewell (Cell Games Saga - #99) – Treat this card as if it read, “You cannot win by the Most Powerful Personality victory for the remainder of the game. For the remainder of the game, nothing…”

If you reach 5 or more anger while under the effects of Goku’s Farewell, you lose the game. You do not get to reset your anger level to 0 before you lose the game with this card. If you have used multiple Goku’s Farewells in a game, you raise your anger level at the beginning of your turn for each Goku’s Farewell that you have used.

If you use Goku’s Farewell while you have a Fusion Personality as your MP, you raise your MP to his highest power stage, but you do not get to use a higher Fusion Personality card, even if you have the higher levels in your Sensei Deck.

You do not reset your anger for gaining a personality level if you used Goku’s Farewell.  

Goku’s Heart Disease (Android Saga - #100) – This card does not have “Remove from the game after use.”

Goku’s Lucky Break (Saiyan Saga - #202) - Treat this card as if it read, “Search your Life Deck for a Dragon Ball and place it into play.  Remove from the game after use”

Goku’s Mixing Drill (Saiyan Saga - #231) - If Goku’s Mixing Drill is discarded/removed from play, and you have multiple styles of Drills in play, choose one style of Drill to keep in play, and discard all of the other styles of Drills (with the exception of Named and Freestyle Drills).

Goku's Physical Attack (Saiyan Saga - #25) - Treat this card as if it read, “Physical attack. If successful, draw the bottom card from your discard pile. If used by Goku, it stays in play to be used one more time this Combat. Remove from the game after use. Limit 2 per deck.”

Goku’s Surprise Attack (Saiyan Saga - #24) - Treat this card as if it read, “Physical attack doing 5 power stages of damage.”

Goku’s Touch (Saiyan Saga - #48) - Treat this card as if it read, “Use after you perform a successful physical attack to capture an opponent’s Dragon Ball. Remove from the game after use.”

Guldo’s Time Freeze Drill (Frieza Saga - #55) - Treat this card as if it read, “Villains only. Reduce the damage from all attacks performed against you by 1 power stage or 1 life card of damage.”

Hercule, the Everlasting World Champ Lv.1 (Kid Buu Saga - #52) - When you name a Personality with Hercule’s power, the named Personality’s Named cards are considered Hercule Named as well as the original Personality’s.

See Section 10: Power Level Errata.

Hercule’s Close Save (Babidi Saga - #100) – You use this card after you take all of the damage from the attack. You do not use this card as damage is being dealt to you.

Hero Advantage (Saiyan Saga - #195) - Treat this card as if it read, “Heroes only. Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the top 3 cards from your discard pile. If there are not enough cards in the discard pile, this card cannot be used. Remove from the game after use.”

Hidden Power Level (Saiyan Saga - #17) - Treat this card as if it read, “Physical attack. Raise your Main Personality to his highest power stage.”

Huge Drill (Irwin Toy - #IR5) - Although this Drill affects both players, only the player who controls Huge Drill gets the +1 power stage of damage to his physical attacks.

I Want You! (Krillin Season - #L2-7) – Your opponent must declare Combat if you use this card, even if there are other card effects that would make him skip Combat or because he played a Battleground/Location.

Against Earth Dragon Ball 4 (Saiyan #76) – If I Want You! Is played and Earth Dragon Ball 4 has not been used for its floating effect yet, then the floating effect would “get used”, but Combat would still be declared and would continue normally. You do not get to reuse Earth Dragon Ball 4’s floating effect again unless you replay or recapture the Dragon Ball.

Ingrain in the Membrane (Cosmic Anthology - #CA26) – Ingrain in the Membrane does not keep the Non-Combat card it is attached to from being discarded or removed from the game because the Non-Combat card was used.

It’s Just Not Worth It! (Frieza Saga - #P1) - Treat this card as if it read, “Your opponent may not win a Most Powerful Personality Victory or a Dragon Ball Victory until the end of his second turn, starting now. Limit 1 per deck. Remove from the game after use.”

It’s The Little Things That Matter (Saiyan Saga - #33) - Treat this card as if it read, “Defense Shield: Stops the first unstopped energy or physical attack performed against you this Combat. Remove from the game after use.”

Jeice Lv.1 (Frieza Saga - #37) - His power reads, “Energy attack doing 5 life cards of damage. If this attack is stopped, your opponent discards 2 life cards.”

Jeice, the Avenger Lv.1 (Lost Villains - #LV5) – Treat Jeice’s power as if it read, “Stops a physical attack. If Jeice is your Main Personality…”

Kami As Your Ally (Frieza Saga - #100) - Treat this card as if it read, “All of your opponents search their discard piles and Life Decks for “Kami Fades” and remove them from the game. Remove from the game after use.”

Kami Fades (Frieza Saga - #113) - Treat this card as if it read, “Remove all Earth Dragon Balls in play and in all Life Decks from the game.”

Kid Trunks Lv1-Lv.3 (World Games Saga - #178-#180) – Anything that would normally affect Trunks specifically does not affect Kid Trunks, because they are treated as separate personalities.

Kid Trunks Lv.2 (Majin Buu Saga - #167) – The discarding a card from your hand for Kid Trunks’ Constant Combat Power is not a part of the cost.

Kid Trunks, the Teenager Lv.1 (Kid Buu Saga - #53) - If Kid Trunks is the Level 1 for your Main Personality, your Main Personality is still Kid Trunks even if you use/are at a “Future” Trunks Personality Level.

King Cold Lv.1 (Trunks Saga - #188) - Treat his power as if it read, “When entering Combat as the defender, choose 1 card at random from your opponent’s hand and place it at the top of his Life Deck.”

King Cold Smiles (Trunks Saga - #37) - Treat this card as if it read, “Use when your opponent’s anger level reaches 5 or more to set their anger level to 3 instead of gaining a personality level. Remove from the game after use.”

King Kai Lv.1-Lv.3 (Capsule Corp Power Pack – #CP1-#CP3) Whenever you check for the Double Power rule and at least 1 of the personalities is showing Z in the Scouter, you do not use the Double Power rule.

King Kai Training (Saiyan Saga - #79) - Treat this card as if it read, “Heroes only. Choose 2 cards from your discard pile and place them on the bottom of your Life Deck.”

King Kai’s Calming (Saiyan Saga - #238) - Treat this card as if it read, “Use at the end of any turn. If your opponent’s Main Personality is at Level 3, lower his Main Personality one personality level. Limit 1 per deck.”

Knockout Drill (Android Saga - #101) - This Drill affects all players. This Drill is only active during Combat, and would not affect Non-Combat cards that are used outside of Combat (including “when entering Combat” and those used at the end of Combat)

Krillin Lv.1 HT (Saiyan Saga - #182) - His power reads, “Draw a card when entering Combat.”

Krillin, Z Warrior Lv.2 (Majin Buu Saga - #72) – Krillin’s energy attack is a Power, not a Constant Combat Power.

Krillin’s Drill (Saiyan Saga - #215) - Ignore the last sentence of this card (all Named Drills work like this).

Krillin’s Physical Defense (Saiyan Saga - #112) - Treat this card as if it read “Play this card as a defense. If your opponent’s attack does life cards of damage to you, you may take the first life card of damage from that attack and place it in your hand instead of discarding it. If used by Krillin, this card stays in play to be used on more time this Combat.”

Krillin’s Power Tap (Frieza Saga - #111) - Treat this card as if it read, “Use when needed. Choose a Drill in play. Krillin's Power Tap creates a floating effect that is a copy of that Drill. This floating effect only works during Attack Phases in the Combat Step of the current turn and lasts until the end of Combat. If "Black Shadow Drill" is in play, place all of your opponent's Allies at the bottom of their owners' Life Decks. Remove from the game after use.”

This card cannot be used with “When Entering Combat” Drills. If you choose Caught Off Guard Drill (Cell Games #111), the card that was named when Caught Off Guard Drill entered play still cannot be played or used, and you do not get to choose a new card if you Krillin’s Power Tap a Caught Off Guard Drill.

You may use Krillin’s Power Tap outside of Combat, but you only gain the effect of that Drill during the Combat of that turn.

Line Up (Krillin Season - #L2) - Treat this card as if it read, “Search your deck for Vegeta, Trunks, Gohan, Piccolo, Krillin, Tien or Yamcha and place him into play at 3 power stages above 0, regardless of the current level of your Main Personality.

Lord Slug Lv.1 (Capsule Corp Power Pack - #CP4) – You can use this power if you have more than 3 Dragon Balls in play to advance a personality level.

Lord Slug Lv.2 (Capsule Corp Power Pack - #CP5) – If you declared a Namekian Tokui-Waza, you only get to shuffle 1 card back into your Life Deck with his power, regardless of the amount Life Cards of damage dealt with the attack.

Lord Slug Lv.3 (Capsule Corp Power Pack - #CP6) – Treat this power as if it read, “… twice as many cards back into your Life Deck instead.” This Constant Combat Power is not affected by Concentration Drill.

Losing Battle (Majin Buu Saga - #134) – Treat this card as if it read, “(“Trunks Energy Sphere” cannot be used to stop this card.) Sensei Deck. Any of your opponent’s Non- Personality/Non-Mastery cards with “win” and/or “wins” in the power box cannot be played or used for the remainder of the turn.”

Majin Buu Lv.4 (Majin Buu Saga - #114) – The card effect to shuffle 8 cards into your Life Deck is a Power, not a Constant Combat Power.

Majin Buu, Evil Buu Lv.1 (Fusion Saga - #10) – Treat this power as if it read, “Physical attack doing +3 power stages of damage. If stopped, draw a card. “

Majin Buu’s Childish Taunt (Kraft - #K6) – Treat this card as if it read, “...For the remainder of Combat, your opponent cannot use any cards that let him look at cards in your hand or your life deck...”

If you play Majin Buu’s Childish Taunt, your opponent cannot use card effects that allow him to “reveal” or “search” your Life Deck. If you use a card that allows your opponent to look at your Life Deck after you have played Majin Buu’s Childish Taunt, then he is still able to use that effect.

Majin Buu’s Fury (Majin Buu Saga - #P3) - During each player’s “Attacker’s Attack” phase that this effect is floating, that player must play or use a card or floating effect that performs an attack or pass.  

If you play Majin Buu’s Fury, players cannot play or use cards that have the potential to create a second effect that performs an attack if that card itself does not perform an attack.  An example of such an effect is Hercule’s Amazing Techniques.

Majin Buu’s Restoration (Majin Buu Season - #L5-5) - Treat this card as if it read, “For the rest of Combat, you may remove 3 cards in your discard pile from the game during your Attack Phase to play an Ally of any level from your discard pile. Remove from the game after use.”

Majin Funny Face (Collectors Club - #CC6) – Treat this card as if it read, “If you declared a Tokui-Waza, for the remainder of Combat any “If successful”…”

Majin Thrust (Fusion Saga - #111) - Treat this card as if it read, “…For the remainder of Combat, all "Majin only" cards in your Life Deck without Endurance gain Endurance 1...” (9/24/03)

Master Roshi Lv.1-Lv.3 (Capsule Corp Power Pack - #CP7-#CP9) – Any cards with “Roshi” in the title are considered Named Cards for Master Roshi.

Master Roshi Lv.1 (Capsule Corp Power Pack - #CP7) – Treat this card as if it read, “Power: When entering Combat, look at the top 6 cards of your Life Deck…”

Master Roshi Lv.3 (Capsule Corp Power Pack - #CP9) – Master Roshi’s Constant Combat Power to have your allies do extra damage with their attacks works even if Master Roshi is no longer in control of Combat.

Master Roshi Sensei (Majin Buu Saga - #153) – The modifiers of this Sensei are applied during Step 10 of the Battle Sequence.  It does not subtract 1 life card of damage from power stages of damage converted to life cards due to the defending personality being at 0 power stages.

Master Roshi’s Island (Android Saga - #44) - This Location affects Dende Dragon Balls.

Meditation Drill (Saiyan Saga - 149) - Treat this card as if it read, “When entering Combat, you may shuffle your Life Deck or discard pile.”

Mommy’s Coming Dear (Frieza Saga - #119) - You may only use this card in place of a defense. Treat this card as if it read, “Heroes only. Stops a physical or energy attack and stops all attacks for the remainder of Combat. Remove from the game after use. Limit 1 per deck. If a Dragon Ball 7 from any Dragon Ball set is in play, discard this card instead of removing it from the game.”

Mother’s Touch (Saiyan Saga - #90) - Treat this card as if it read, “Stops a physical or energy attack. Remove from the game after use.”

Nail The Namekian Lv.1 (Frieza Saga - #96) - His power reads, “Energy attack doing 5 life cards of damage. If this attack is stopped, your opponent discards 3 life cards.”

Namekian Dodging Technique (Android Saga - #24) - This card only works until the end of Combat.

Namekian Energy Drill (Trunks Saga - #61) - Treat this card as if it read, “After every successful energy attack you perform, you may discard a card from your hand and shuffle it into your Life Deck, and then draw a card.

Namekian Finishing Effort (Android Saga - #62) – Whenever you take damage from one of your opponent’s attacks, you may place this card directly into play from your hand. You can only use it during your Attacker Attacks phase like a regular Non-Combat card to make your opponent discard the top 3 cards of his Life Deck.

Namekian Offense (World Games Saga - #77) – This card can only shuffle a Dragon Ball an opponent controls back into the owner’s Life Deck.

Namekian Pikkon’s Defense (World Games Saga - #78) – Treat this card as if it read, “Stops a physical or energy attack. Remove from the game after use.”

Namekian Quick Blast (Cell Games Saga - #65) – This card gains “If successful, remove from the game after use.”

Namekian Remedy  Drill (Kid Buu Saga - #18) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Namekian Teamwork (Android Saga - #103) - Allies may take over Combat ONLY to use their personality powers, and then the Main Personality resumes control of Combat. This card only affects allies that were in play when this card was used. It does not affect allies brought into play later that Combat.

Namekian’s Strike (Collectors Club - #CC1) - This is a Namekian Style card. This card gains “Remove from the game after use.”

Nappa Lv.1 (Saiyan Saga - #176) - Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Nappa Lv.1 HT (Saiyan Saga - #185) - When entering Combat, your Main Personality gains 2 power stages.

Nappa Lv.3 (Saiyan Saga - #178) - His power reads, “Reduce the damage from a physical attack performed against you to 2 power stages of damage.”

Nappa’s Energy Aura (Saiyan Saga - #120) - Treat this card as if it read, “Stops an energy attack. Stops all energy attacks performed against you for the remainder of Combat. Remove from the game after use.”

Nappa’s Physical Resistance (Saiyan Saga - #121) - Treat this cards as if it read, “Stops a physical attack. Stop all physical attacks performed against you for the remainder of Combat. Remove from the game after use.”

No, Really Drill? (Frieza Saga - #Preview 3) - This Drill affects all players. When a Dragon Ball is placed into play while this Drill is in play, the Dragon Ball is considered to have a Blank Text box until it leaves play or until the end of the game (whichever happens first), regardless if No, Really Drill? leaves play later on in the game.

Orange Body Shifting Drill (Saiyan Saga - #146) - 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.”

Orange Discharge  Drill (Kid Buu Saga - #20) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Orange Energy Discharge (Cell Saga - #52) - If an Energy Combat card was played previously in Combat that stops all energy attacks for the remainder of Combat, it would not stop Orange Energy Discharge.

Your opponent can still play an Energy Combat card to “try to stop” this attack in order to gain the secondary effects of the card.

Orange Energy Drill (Saiyan Saga - #142) - 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.”

Orange Energy Phasing Drill (Android Saga - #67) – You declare if you are going to use this Drill with an energy attack when the attack becomes successful, but you do not remove the Non-Combat card until you start using “If Successful” effects.

Orange Focusing Drill (Saiyan Saga - #234) - Treat this card as if it read, “Your Drills in play except for "Orange Focusing Drill" cannot be discarded or removed from the game unless you advance or lose a Personality level.”

Orange Gambit (Majin Buu Saga - #85) – You do not have to pay costs created by other card effects when Orange Gambit is attached. You still have to pay the original cost of the card that you are using.

Orange Haulting Drill (Cell Saga - #147) – This drill does not affect Life Cards of damage from physical attacks that did not come from power stages of damage.

Orange Joint Restraint Drill (Saiyan Saga - #151) - Treat this card as if it read, “All of your physical attacks do +4 power stages of damage.”

Orange Kamehemeha Attack (Frieza Saga - #2) – Treat this title as if it read “Orange Kamehameha Attack”.

Orange Leg Drill (Frieza Saga - #71) - 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. Limit 1 per deck.”

Orange Lifting Drill (Saiyan Saga - #126) - Treat this card as if it read, “Once per Combat, in place of an attack, during your turn, discard all of your opponents’ Drills. Limit 1 per deck.”

Orange Power Shifting Drill (Trunks Saga - #13) – You choose whether the attack will have all of its Life Cards of damage converted to power stages when you perform the attack, but you do not convert the damage until after you have calculated how many Life Cards of damage the attack would deal (after all other modifiers). This does not create an infinite loop with Energy Empowerment Drill.

Orange Power Stance (World Games Saga - #89) – This card can only shuffle a Dragon Ball an opponent controls back into the owner’s Life Deck.

Orange Rapid Attack (Babidi Saga - #115) – This card gains, “Remove from the game after use.”

Orange Spontaneous Drill (Saiyan Saga - #137) - Treat this card as if it read, “After taking damage from a physical attack, you may draw the bottom card of your discard pile.”

Orange Temple Strike (Babidi Saga - #78) – Your opponent discards one his Non-Combat cards at a time until he has the same amount of Non-Combat cards in play as you do. Your opponent cannot discard your Non-Combat cards with this effect if you used Orange Temple Strike.

Orange Tripping Drill (Saiyan Saga - #130) - 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.”

Pan, Granddaughter of Goku (Kid Buu Saga #66) - See Section 10: Power Level Errata.

Paused Pose (Fusion Saga - #16) – When your opponent tries to fuse at the beginning of his next turn because of this card effect and he no longer has one of the personalities in play required for the Fusion, he does not get to fuse.

Piccolo Lv.1 (Majin Buu Saga - #176) – Treat this card as if it read, “… at the bottom of your Life Deck.”

Piccolo Lv.3 (Saiyan Saga - #163) - “Multi-form allows two physical attacks, one after the other” explained: Multi-form performs two physical attacks. The controlling player performs a physical attack, that player’s opponent defends, the controlling player performs another physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual.

Piccolo and Heroes Gather (Trunks Saga - #129) - Treat this card as if it read, “Discard 2 cards from your hand, then search your Life Deck for 2 Combat cards, show them to your opponent, and place them in your hand.”

Piccolo Defense Drill (Saiyan Saga - #155) - 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.”

Piccolo Honor Duel (Saiyan Saga - #103) - Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

Piccolo, the Former Guardian Lv.3 (World Games Saga - #196) – The first time you use this power each Combat you check to see if you have no cards in your discard pile. If you have no cards in your discard pile, this power may be used a second time that Combat.

Piccolo, the Trained Lv.1 (Android Saga - #119) – Treat this card as if it read, “Power: Choose one of your opponent’s personalities in play. For the remainder of the turn, that personality cannot use his personality power and Constant Combat Powers on his current personality level.”

Piccolo’s Power only affects the current personality level of your opponent. If the personality affected with Piccolo’s Power advances or loses a personality level, the personality may use the new Power/Constant Combat Power.

When Piccolo raises a personality level with his Constant Combat Power’s card effect, you still are allowed to choose a personality your opponent has in play to keep him from using his Personality Powers and Constant Combat Powers for that turn.

Piccolo’s Physical Defense (Saiyan Saga - #110) - Treat this card as if it read, “Stops a physical attack. Gain 4 power stages.”

Piccolo's Stomp (Frieza Saga - #115) - Treat this card as if it read, “Heroes only. Energy attack doing 5 life cards of damage. This attack cannot be stopped, prevented or reduced by Main Personality powers. If “Piccolo's Flight” is in play, this attack does 7 life cards of damage, instead.”

Plant Two Saibaimen (Saiyan Saga - #213) - Treat this card as if it read, “Use this card at the end of your Power Up step. Skip Combat this turn. At the beginning of your next turn, search your Life Deck and/or discard pile for your highest level Saibaimen card and place it into play. Remove from the game after use.”

Play Fighting (Irwin Toy - #IR3) - If you skip Combat then you may not place 2 cards at the bottom of your Life Deck in the Rejuvenation Step.

You may only put the top card back into your Life Deck during your Rejuvenation Step and not during your opponent’s.

Pose With Style (Irwin Toy - #IR19) – You cannot use this card for Non-Combat cards that are restricted or Limit 1 per deck.

Power (Frieza Saga - #104) - Treat this card as if it read, “Villains only. If your opponent’s Main Personality is a hero, he discards 4 life cards. Limit 1 per deck. Remove from the game after use.”

Power Boost (Cell Games Saga - #16) – Using this card does not take up your action during the Attacker Attacks phase.

Powerful Followers (Frieza Saga - #19) - This card is NOT used like Teaching the Unteachable… you must use it during Combat, in place of an attack, to either a) end the current Combat, or b) make your opponent skip his next Combat step. If you use multiple Powerful Followers during the same Combat to make your opponent skip his next Combat Step, they do not stack with each other.

Provoke Drill (Kid Buu Saga - #69) - If both players have Provoke Drill in play and one player is Piccolo, the Trained Lv.1 (Android Saga #119), Piccolo, the Trained can still use his power on his opponent’s personality, but it does not have an affect. Provoke Drill does not keep Piccolo, the Trained from using his personality power.

Raditz Lv.1 HT (Saiyan Saga - #183) - This power may only be used during Combat, and must take the place of an attack.

Raditz Lv.1 (Saiyan Saga - #170) Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Raditz Lv.3 (Saiyan Saga - #172) Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Raditz Flying Kick (Saiyan Saga - #210) - 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.

Raditz Honor Duel (Saiyan Saga - #102) - Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

Rebellion (Android Saga - #107) - When this card is stopped and copied by another card (i.e. Trunks Swiftly Moving) you cannot perform Rebellion, because you have already played a card.

Recoome Boom (Frieza Saga - #8) - This card is a “Saiyan Heritage only” card.

Red Aerial Force (Kid Buu Saga - #72) – Cards removed from your opponent’s Sensei Deck due to this card’s effects are removed at random.

Red Blazing Aura (Trunks Saga - #22) – This card is played as a Defense. When you play this card, you choose either life cards or power stages to prevent for the remainder of Combat.

Red Bullrush Drill (Kid Buu Saga - #24) – Cards removed from your opponent’s Sensei Deck due to this card’s effects are removed at random.

Red Clap (Kid Buu Saga - #74) – Cards removed from your opponent’s Sensei Deck due to this card’s effects are removed at random.

Red Coordination Drill (Saiyan Saga - #144) - Treat this card as if it read, “When entering Combat as the defender, you may draw a card.”

Red Dueling Drill (Android Saga - #73) – Allies may not do anything while this Drill is in play. This means that an ally cannot take control of Combat, cannot pay costs for cards, use their powers, or have damage redirected to them.

Red Energy Defense Drill (Frieza Saga - #65) - 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.”

Red Energy Drill (Cell Games Saga - #96) – This card title is changed to “Red Energy Gathering Drill”.

Red Hunger Drill (Kid Buu Saga - #113) – Cards removed from your opponent’s Sensei Deck due to this card’s effects are removed at random.

Red Kaio-Ken  Drill (Kid Buu Saga - #25) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Red Knee Pick Drill (Saiyan Saga - #128) - Treat this card as if it read, “When entering Combat as the attacker, you may draw a card.”

Red Penetrating Defense Drill (Saiyan Saga - #124) - 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.”

Red Phasing Drill (Frieza Saga - #69) - Treat this card as if it read, “All of your energy attacks performed against a villain do +3 life cards of damage.”

Red Power Slam (Kid Buu Saga - #76) - You cannot choose Personality cards out of your opponent’s Sensei Deck with Red Power Slam’s effect.

You cannot choose a card that has requirements that you cannot fulfill (You cannot choose cards that are not of your alignment, you cannot choose a card that costs power stages if your personalities in play are all at 0 power stages, etc., etc.)

Red Pressure Point Drill (Saiyan Saga - #148) - 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.”

Red Reading Drill (Saiyan Saga - #140) - Treat this card as if it read, “Once per Combat, you may take 1 less life card of damage from any attack.”

Red Rolling Drill (Saiyan Saga - #132) - 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.”

Red Style Mastery (Trunks Saga - #144) - Treat this card as if it read, “Once per Combat, in place of an attack, you may remove the top card in your discard pile from the game to raise your anger 1 level. If it is a Red Style card raise your anger 2 levels instead.

Red Sword Cleave (Kid Buu Saga - #77) - Your Red Style attacks gain "Sword" at the end of their titles. This effectively changes the title of the Red Style attack while it is being played and used. (11/12/03)

Red Thunder Clap (Kid Buu Saga - #78) – If this card attaches to a card that increases damage from a floating effect, such as the Red Style Mastery (Cell Saga #131), it only doubles the damage when the effect triggers, rather than as soon as this card attaches.

Ex: If this attaches to the Red Style Mastery (Cell Saga #131), it does not double the damage from the Mastery until the following Combat as it has already triggered and created a floating effect.

Red Wrist Control Drill (Saiyan Saga - #139) - Treat this card as if it read, “For every 3 power stages you lose your opponent loses 1 power stage, down to 0.” Extra power stages do not carry over from one attack to the next.

If you pay for the cost of a card, the power stages that you pay do count towards the 3 power stages you need for this Drill’s effect.

Releasing the Sword (Irwin Toy - #IR20) – This card gains, “Limit 1 per deck. Remove from the game after use.”

Ribs Broken (Saiyan Saga - #217) - Treat this card as if it read, “Energy attack doing 5 life cards of damage. Costs 0 power stages to perform. You must remove an Ally in play from the game in order to perform this attack. This does not have to be an Ally you control.” If your opponent uses a card effect to keep the Ally in play that you would be removing from the game for the cost of Ribs Broken, Ribs Broken is returned to your hand and it is still your Attacker Attacks phase.

Roshi’s Calming (Saiyan Saga - #239) - Treat this card as if it read, “Use at the end of any turn. If your opponent’s Main Personality is at Level 2, lower his Main Personality one personality level. Limit 1 per deck.”

Run Away (Cell Saga - #125) - This card may not be used if there isn’t a Battleground in play.

Saibaimen Lv.1 (Saiyan Saga - #243) - Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Saibaimen Lv.2 (Saiyan Saga - #244) - Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Saibaimen Lv.3 (Saiyan Saga - #245) - Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of damage.”

Saiyan Aggression  Drill (Kid Buu Saga - #27) – You may not include copies of this card in your deck if you declared a Freestyle Tokui-Waza.

Saiyan City Destruction (Saiyan Saga - #45) - Treat this card as if it read, “Villains only. Skip your next Combat step. Place the top 2 cards from your discard pile on the bottom of your Life Deck. Remove from the game after use.”

Saiyan Energy Aura (Saiyan Saga - #95) - Treat this card as if it read, “Saiyan Heritage only. Stops an energy attack and stops an energy attack during your opponent’s next Attacker Attacks phase.”

Saiyan Energy Blast (Saiyan Saga - #94) - Treat this card as if it read, “Saiyan Heritage only. Energy attack. Costs 3 power stages to perform. If successful, your opponent cannot perform a physical attack during his next Attacker Attacks phase.”

Saiyan Energy Defense (Saiyan Saga - #92) - Treat this card as if it read, “Saiyan Heritage only. Stops an energy attack.”

Saiyan Energy Focus (Frieza Saga - #12) - Treat this card as if it read, “Any one of your personalities gains 5 power stages.”

Saiyan Focusing Power (Frieza Saga - #35) - This is a “Saiyan Heritage only” card.

Saiyan Honor Quest (Saiyan Saga - #196) - Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

Saiyan Hurricane Kick (Majin Buu Saga - #104) – You can only discard a card from your hand to keep Saiyan Hurricane Kick on the table the first time you use the card.

Saiyan Knee Block (Irwin Toy - #IR16) – This card is being clarified to be titled “Saiyan Clash.”

Saiyan Power Block (Babidi Saga - #29) – This card does not stop the affects of Majin Buu’s Fury (Buu Saga #P4).

Saiyan Power Drill (Saiyan Saga - #236) - Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

Saiyan Pressure Technique (Majin Buu Saga - #145) – You can only remove 2 cards in your Sensei Deck from the game for each Physical Attack.

Saiyan Rapid Fire (Cell Saga - #155) - Treat this card as if it read, “Energy attack. If successful, every Ally your opponent has in play loses 4 power stages.”

Saiyan Style Mastery (Trunks Saga - #148) - This Mastery only affects your opponent’s Main Personality, and cannot be redirected at Allies.

Saiyan Style Mastery (World Games Saga - #148) – This mastery prevents damage from the first attack each Combat.

Saiyan Sweeping Defense (Saiyan Saga - #96) - Treat this card as if it read, “Saiyan Heritage only. Stops a physical attack and stops a physical attack during your opponent’s next Attacker Attacks phase.”

Saiyan Training (Saiyan Saga - #80) - Treat this card as if it read, “Villains and Goku only. Choose 2 cards from your discard pile and place them on the bottom of your Life Deck.”

Saiyan Training (Irwin Toy - #IR6) – This title has been changed to “Saiyan Gravity Training”, and is not an MRP of Saiyan Training (Saiyan Saga #80).

Saiyan Truce Card (Saiyan Saga - #203) - The player who used the Saiyan Truce Card may retain all, one, or none of HIS 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. If you use Saiyan Truce Card and your opponent uses Black Weakness Drill (Buu Saga #49) or another card effect that makes you discard during the Discard Step, you do not have to discard since Saiyan Truce Card allows you to keep your cards during the Discard Step.
(10/29/03)

Scientific Repatching (Vegeta Season - #L6-8) – Treat this card as if it read: “(Use at the end of your turn.) Tuff Enuff only. Play the top 2 Non-Combat cards in your discard pile that are not limit 1 per deck or named “Scientific Repatching”. Remove from the game after use.”

Senzu Bean (Saiyan Saga - #43) - Treat this card as if it read, “When you place this card in play, immediately raise your Main Personality to its highest power stage. Remove from the game after use.”

Severe Bruises (Android Saga - #112) – This card does not have “Remove from the game after use.”

Showdown (Trunks Saga - #P10) - Allies may not do anything while this affect of this card is floating. This means that an ally cannot take control of Combat, cannot pay costs for cards, use their powers, or have damage redirected to them.

Speaking With the King Drill (Cell Saga - #100) - This card should read “Once per turn, in place of an attack…” This Drill affects Dragon Balls.

Splash Damage Drill (Babidi Saga - #84) – You must discard an Ally in order to draw the card from this Drill.

NOTE: This IS a reversal of a previous ruling made on this card. The reversal was made  to keep certain deck archetypes from unbalancing the environment by abuse of this card.

Startled (Game Stop - #GS1) - You can play a second Startled if your opponent uses Trunks Energy Sphere (Trunks 84) on your first Startled.

Straining Ankle Smash Move (Saiyan Saga - #39) - Treat this card as if it read, “Use immediately after your opponent attacks you (this can be a physical or energy attack) and pays any costs for that attack. Lower your opponent’s Main Personality 4 power stages immediately when played.”

Straining Arm Drag Move (Saiyan Saga - #38) - Treat this card as if it read, “Physical attack doing 1 life card of damage. You must pass in all remaining phases of Combat.”

Straining Blocking Move (Frieza Saga - #24) - If Black Energy Stamina Drill is in play when you perform Straining Blocking Move, you declare how many life cards you *would* have discarded and then that cost is converted to one power stage. It deals what you declared.

Treat this card as if it read, “Energy attack costing X life cards. X must be between 1 – 7. This
attack does X life cards of damage.”

Straining Defense Move (Frieza Saga - #23) – You can only remove an amount of cards from your deck equal to twice the amount of Drills your opponent has in play.

Straining Destruction Move (Cell Games Saga - #120) – This card gains “Remove from the game after use. Limit 1 per deck.”

Straining Energy Move (Frieza Saga - #22) – Treat this card as if it read, “Energy attack that costs 1 life card to perform. If successful, end Combat. Remove from the game after use.”

Stunned (Cell Saga - #116) - Treat this card as if it read, “Krillin, Piccolo, and Trunks may not perform physical or energy attacks, stop attacks performed against them, or use their powers for the remainder of Combat. Remove from the game after use.”

You can still use Defense Shields to stop attacks from your opponent if your personality in control of Combat is Stunned.

Super Saiyan Goku Lv.1 (Irwin Toy - #IR1) – If Super Saiyan Goku’s Constant Combat Power does not work because of a card effect, you choose 1 Martial Arts Style of Drills to stay in play, and the rest are discarded. This overrides the effects of Orange Focusing Drill (Saiyan Saga #234).

Tapkar Lv.1 (World Games Saga - #150) – Treat this card as if it read, “If Tapkar has not used any other personality powers this turn when entering Combat as the defender, remove the top 4 cards of your Life Deck from the game, draw 2 cards, and raise your anger 3 levels.”

Tapkar, the Speedy Lv.2 (World Games Saga - #151) – Treat this card as if it read, “If Tapkar has not used any other personality powers this turn when entering Combat as the defender, remove the top 6 cards of your Life Deck from the game, draw 3 cards, and raise your anger 4 levels.”

Tapkar, the Fastest Lv.3 (World Games Saga - #152) – Treat this card as if it read, “(You cannot win with the Most Powerful Personality Victory.) Constant Combat Power: If Tapkar has not used any other personality powers this turn when entering Combat as the defender, remove the top 8 cards of your Life Deck from the game, draw 3 cards, and raise your anger
5 levels.”

The Eternal Dragon’s Quest (Majin Buu Saga - #150) – After you use The Eternal Dragon’s Quest the first time in a game; you cannot use any other The Eternal Dragon’s Quests for the remainder of the game.

Treat this card as if it read, “…into play. Your card powers cannot end Combat for the remainder of the game.” You can still use cards that end Combat, but the ending of Combat does not happen.

The Middle of Nowhere (World Games Saga - #38) – This card does add damage to attacks performed by Personality Powers and/or Constant Combat Powers of personalities with “Majin” in the title. This card does not add damage to attacks performed by Personality Powers and/or Constant Combat Powers of personalities turned into Majins with M (Babidi Saga # 103).

The Power of the Dragon (Cell Games Saga - #101) – When you play this card, any Dragon Balls your opponent owns are shuffled back into his Life Deck, regardless who controls them. Any other Dragon Balls, even other Dragon Balls that he controls, are not shuffled back into any Life Deck.

Tien Lv.1 (Saiyan Saga - #82) - “Multi-form allows two physical attacks, one after the other” explained: Multi-form performs two physical attacks. The controlling player performs a physical attack; that player’s opponent defends, the controlling player performs another physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual. Both physical attacks come from Tien’s Multiform Power, and are not any cards played from your hand.

Tien lv.2 (Saiyan Saga - #83) - Solar Flare forces your opponent to “skip” his next “Attacker Attacks” phase, meaning you may not pass to end Combat.

Tien Mind Reading Trick (Saiyan Saga - #211) - Treat this card as if it read, “Attach this to your opponent’s Main Personality. If Tien is in play, all villain opponents must play with their hands face up on the table.”

Tien, the Swift lv.1 HT (Cell Saga - #R1) - If you cannot perform a physical attack (i.e. Tien does not have power stages and there is a card which makes physical attacks cost power stages in play) then you must pass.

Tien’s Jolting Aura (Frieza Saga - #16) – Treat this card as if it read, “Heroes only. Energy attack. If performed by Tien, draw a card.”

T-Rex Defense (Saiyan Saga - #226) – Treat this card as if it read, “Defense Shield: When defending in Combat, stop the first unstopped attack performed on you. Remove from the game after use.”

T-Rex Offense (Saiyan Saga - #227) - Treat this card as if it read, “Use when you perform an energy attack to have that energy attack do an additional +1 life cards of damage. (If a successful energy attack is performed against you while this card in play, this card is discarded.)

Trunks Lv.1 (Trunks Saga - #185) - Treat his power as if it read, “Physical attack. This must be your first attack in Combat. Your opponent must play/use 2 cards/effects that stop physical attacks in order to stop this attack.” Your opponent is allowed to play 2 cards from his hand to stop this attack.

Trunks Lv.1 HT (Frieza Saga - #P14) - Treat Trunks’ Constant Combat Power as if it read, “You take a maximum of 2 life cards of damage from all energy attacks your opponent performs.”

Trunks Effortless Drill (Trunks Saga - #85) – Treat this card as if it read, “Once per Combat, a player may choose to have a Straining Move card he performs unable to be stopped or prevented.” This must be declared immediately when the attack is performed. Since you use this immediately when you perform an attack, you would make this decision before you would get to use any other “When you perform an attack” effects.

Trunks Energy Sphere (Trunks Saga - #84) – You must use Trunks Energy Sphere to stop a Combat Card before any of the effects of the Combat card have been used, including any costs of the Combat Card.

If you are stopping an attack with a Combat card and your opponent uses Trunks Energy Sphere, you do not get to play or use another card that can stop that attack BUT any floating effects and/or defense shields can still stop the attack.

Trunks Prepares (Cell Saga - #77) - This card is used when entering Combat as the Defender.

Trunks Swiftly Moving (Trunks Saga - #99) - Copy the entire physical attack, as well as secondary effects and modifiers from the attack. If the card you copy stays in play to be used one more time this Combat, then you may use the copied attack one more time this Combat. When you stop a physical attack with this card, you only copy the card power when you use the attack during your next Attacker Attacks phase. The floating effect that Trunks Swiftly Moving creates does not copy any of the following: Title, Style, Rarity, Card Number, Picture, Card Type, Sword/Starburst, Headshot, kanji, or Quote.

If you use Trunks Swiftly Moving and another card effect would make you skip your next Attacker Attacks phase, then you do NOT get to use the attack that Trunks Swiftly Moving is copying on your next available Attacker Attacks phase.

When a card copies a card that your opponent has played (like Trunks Swiftly Moving and Blue Reversal Drill), the “copied” card that you use is an extra card that is created for this effect, which gains all of the text from the card that you are copying. This extra card then disappears when it is finished instead of going to your discard pile or your removed from the game pile.

Trunks Sword Position 3 (Trunks Saga - #89) – This card gains, “Remove from the game after use.”

Trunks, the Hero Lv.4 (Trunks Saga - #150) - Treat his Constant Combat Power as if it read, “During your opponent’s turn, all damage (power stages and life cards) from physical attacks performed against your Trunks, the Hero is reduced to 1 power stage of damage.”

Trunks, the Swift lv.1 (Cell Saga - #173) - This card has no clarification to it, and the previous clarification is now invalid. This power is not a defense shield.

Ultimate Champion (SEVEN Premire Event - #SZ9) – This card can only be used by Dustin Morabito.

Unexpected Allies (Saiyan Saga - #218) - Treat this card as if it read, “Search your Life Deck or discard pile for an Ally and put him into play at his highest power stage.”

Unlocked Potential (Fusion Saga - #89) - Unlocked Potential allows you to use a higher level Constant Combat Power if you do not have access to that power already. You cannot use two Unlocked Potential during the same Combat on the same personality level. Unlocked Potential does not stack if you rise up to the chosen level later on in Combat.

Vegeta Lv.1 (Saiyan Saga - #173) - Power: Saiyan Energy Deflection - Treat this power as if it read, “Reduce the damage from an energy attack performed against you to 2 life cards of
damage.”

Vegeta Lv.1 HT (Saiyan Saga - #184) - His power reads, “Stop an energy attack.”

Vegeta Scans The City (Trunks Saga - #126) - Treat this card as if it read, “You may use this card when your opponent would win by the Most Powerful Personality Victory. Lower any opponent’s Main Personality that is level 2 or higher by 1 personality level. Using this card effect can keep your opponent from winning with the Most Powerful Personality victory.
Remove from the game after use. Limit 1 per deck.”

Vegeta, Saiyan Prince Lv.4 (Trunks Saga - #151) - Treat his Constant Combat Power as if it read, “During your opponent’s turn, all damage (power stages and life cards) from physical attacks performed against your Vegeta, Saiyan Prince is reduced to 1 power stage of damage.”

Vegeta, the Celestial Lv.1 (Fusion Saga - #P7) – Treat this card as if it read, “Constant Combat Power: If you declared a Tokui-Waza, any of your Freestyle Physical Combat cards that say "Remove from the game after use" gain the text "Place at the bottom of your Life Deck after use" instead. All of your physical attacks do +1 power stages of damage.”

Vegeta's Dragon Ball Capture (Saiyan Saga - #241) - 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.

Vegeta’s Energy Blast (Saiyan Saga - #119) - Treat this card as if it read, “Saiyan Heritage only. Use when needed. This must be your first card played during Combat. Raise your Main Personality to its highest power stage. Remove from the game after use.

Vegeta’s Energy Blast (Broly - #36) – This card’s title is “Vegeta’s Energy Detonation”.

Vegeta’s Jolting Slash (Frieza Saga - #17) - Treat this card as if it read, “Energy attack. Stop all physical attacks performed against villains for the remainder of Combat. Lower your opponent’s anger 2 levels. Remove from the game after use.”

Vegeta’s Physical Stance (Saiyan Saga - #28) - Treat this cards as if it read, “Stops a physical attack. Stops all physical attacks performed against you for the remainder of Combat. Remove from the game after use.”

Vegeta's Smirk (Burger King - #BK7) – This card gains “Remove from the game after use.”

Vegeta’s Trick (Saiyan Saga - #240) - When you play this card, continue revealing the top cards 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.

Vile Energy (Kid Buu Saga - #123) - Treat this card as if it read, “Energy attack. If your opponent has more Drills in play than you, you may search your Life Deck for a Drill and place it into play until you have the same number of Drills in play as your opponent, or until you have no more Drills in your Life Deck that are playable (whichever happens first). Limit 1
per deck.”

Watching From Afar (Majin Buu Saga - Preview #4) - This card gains “Remove from the game after use.”

What Was I Thinking (Trunks Saga - #118) – The ally is immediately in control when it is placed into play with this card, and that ally can use “When Entering Combat” powers.

Where There’s Life, There’s Hope (Trunks Saga - #157) – You cannot use this card if a card effect is specifically making you lose the game. You can use this card if your opponent is specifically winning the game.

If you run out of cards in your Life Deck by drawing cards from it, you are still allowed to use Where There’s Life There’s Hope to keep your opponent from winning by the survival victory until the beginning of his next turn.

If you use this card in a Tuff Enuff event and you still lose the game, you do not lose the game with an Overkill, even if the original attack that made you use Where There’s Life, There’s Hope would have been an Overkill.

Who’s Da Man! (Cell Games Saga - #113) – The +4 power stages of damage to all of your physical attacks last for the remainder of Combat.

Winter Countryside (Android Saga - #93) – You can only raise your anger 1 level from each card while Winter Countryside is in play. If the card stays on the table to be used multiple times and it raised your anger the first time you used the card, you do not get to raise your anger again from that card.

Winter Countryside “resets” at the end of each turn, so you can use Masteries and other cards that stay in play over multiple turns in future turns.

Winter Countryside vs. Paragus Lv.1 (Babidi Broly Subset #31) – Because Winter Countryside caps the amount of anger you gain, and not prevent or lower, you would still only raise your anger 1 level from card effects.

Yajirobe’s Gifting Drill (Frieza Saga - #63) - Treat this card as if it read, “Reduce the damage from all attacks performed against you by 1 power stage or 1 life card of damage.”

Yamcha Lv.1 (Saiyan Saga - #84) – This card is an Uncommon and has a 3-Star Dragon Ball.  Treat this card as if it read, “Energy attack doing 2 life cards of damage.”

Yamcha Lv.2 (Saiyan Saga - #85) - Solar Flare forces your opponent to “skip” his next “Attacker Attacks” phase, meaning you may not pass to end Combat.

Yamcha’s Good Wishes (Frieza Saga - #108) - Treat this card as if it read, “Stops a physical attack and stops all physical attacks for the remainder of Combat. Remove from the game
after use.”

You’re Invited (Grand Kai Invitational - #GKI1) – When your opponent plays a Battleground or Location card during his Non-Combat Step or uses a card effect that says he must skip or pass Combat that turn (and the next turn in the case of Long Journey), you can still use You’re Invited during their Declare Step to make them “declare”, but the Combat Step is skipped entirely and never happens.

Zangya - Any cards that say “Zanya” or have “Zanya” in the title should be treated as if they read “Zangya” instead.


Panini Cards
(Taken from most recent print of CRD dated 3/11/2015)

Premiere Set

S2 Vegeta – Villainous and S3 Vegeta – Empowered
These Powers only apply to attacks that raise your anger as an immediate effect (HIT effects do not apply). If you are unable to raise your anger, the modifier is not applied.

S8 Goku, Super Saiyan:
Treat this card as if it reads “Search your Life Deck, discard pile, and Banished Zone for a total of up to 5 Drills and place them into play.”

S18 Frieza – Transformed:
This effect is considered a copied attack.

S25/R145 Saiyan Empowered Mastery:
Raise your anger 1 level for each Styled card that is Rejuvenated.

S30/R145 Namekian Knowledge Mastery:
Treat this card as if it reads “Whenever one of your effects during combat Rejuvenates or shuffles cards into your Life Deck, raise your anger 1 level. After a Namek Dragon Ball enters play under your control, destroy the top card of your opponent’s Life Deck.. While you control 1 Dragon Ball, it cannot be captured by a critical damage effect.”

S37 Black Targeting Drill:
Your effects that target specific cards to be discarded are not affected by Black Targeting Drill. For example, Stare Down would discard the chosen card.

S65 Blue Guard:
Treat this card as if it reads “ (If this card would be discarded from your hand by a card effect, you may banish it instead to draw a card). Stops an energy attack.”

C15 Black Corruption
Treat this card as if it reads “(If this card is discarded from your hand by one
of your card effects during combat, banish the top 2 cards of your opponent’s Life Deck.) Stops an energy attack. Raise your anger 1 level and lower your opponent’s anger 2 levels.”

C19 Black Punishment:
Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life
cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck.”

U6 Captain Ginyu – Body Change and U7 Captain Ginyu – Frog:
These Powers only prevent “discarding” an Ally, such as using a Critical Damage effect. Effects that destroy or banish Allies are not prevented.

U66 Blue Avoidance and S144 Blue Swift Block:
When you copy an attack, treat it as if you played an invisible copy of the card yourself. You do not receive any modifiers that the opponent applied to the attack, and AT damage is calculated from your personality’s power level.
If you copy an attack that stays on the table to be used again, it is not present on the table for a second use. If you copy an attack that attaches, the invisible copy does not attach.

U144 Quickness Drill:
Treat this card as if it is an Instant Power (thus it may only be used once per turn).

R124 Black Disorienting Blow:
Hero/Villain only cards and Named cards are for deck construction purposes only, and may be targeted regardless of your MP’s name or Alignment. You may not play
Events that have a contextual timing, such as Time is a Warrior’s Tool or Heroic Energy Sphere.

R125 Black Reflection:
After resolving the attack, treat the targeted card as though it was played by
your opponent. If it is banished after use, it will return to your opponent’s Banished Zone. If it is discarded after use, it returns to your opponent’s discard pile. If it would be shuffled into a Life Deck after use, shuffle it into your opponent’s Life Deck. You may target any attack card, including Setups. You may not target cards that conditionally perform attacks, such as Allies.

R126/P16 Black Scout Maneuver:
Treat this card as if it reads “(Banish after use.) POWER: Name a
Physical Combat, Energy Combat, or Event card. Search your opponent’s Life Deck for all copies of that card and banish them.”

R138 Orange Searching Maneuver:
Search for the drill immediately, and set it aside to be placed
into play at the end of combat. If it is unable to enter play at that time, it remains outside of play (separate from the banished zone) until the game ends.

R139 Orange Uppercut:
Treat thiscard as if it reads “ (Banish after use.) Physical attack. DAMAGE: AT +4 stages. You may pay 2 power stages to search your Life Deck for a Styled Energy Combat card
and place it into your hand.”

R144 Red Observation:
This card has no cost to play, and may be used regardless of your MP’s
current power stages. If you are able to pay five or more stages for the first effect, you must. If you are unable to pay, move on to the next sentence and resolve the remaining effects normally.

P17 Piccolo’s Special Beam Cannon:
Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 3 life cards. Rejuvenate 1. HIT: Name two different non-Dragon Ball cards. Search your opponent’s Life Deck for 1 copy of each card and banish them.”

Heroes & Villains

C40 Orange Crashing Drill:
Treat this card as if it reads “When this card is entering play during combat, your opponent destroys the top card of his Life Deck. When this card is leaving play during combat, your opponent destroys the top card of his Life Deck.”

C42 Orange Nudge:
The drill is returned even if it is not in your discard pile at the end of combat.
You may search your Life Deck, hand, or Banished Zone for the targeted drill and place it into play.
C60 Combination Drill:
Treat this card as if it was both Instant Power and Continuous Power (thus it must be used whenever you enter combat). If your opponent uses the effects of this drill, it does not
allow you to then choose a new drill to destroy.

U71 Trunks – Bashful
Treat this card as if it was both Instant Power and Continuous Power (thus it may be used even when your MP is more than one stage above zero).

U100 Tenshinhan’s Preparation:
The user of this card destroys the top 2 cards of his or her Life Deck first, then the opponent.

R127 Saiyan Outrage:
Treat this card as if it reads “(Banish after use.) Power: Stops a physical or energy attack. If the defending personality has a higher power level than the attacking personality, then at the end of combat you may search your Life Deck for a card that can attach to your MP and
place it into play attached.” (Note: this is reflected in the printing of P10 Saiyan Outrage).

R131 Isolation:
Treat this card is if it reads “(Banish after use.) Instant Power: Use when entering
combat. Drills and Allies lose all effects until the end of combat. Allies cannot make actions nor have damage redirect to them this combat.”

The Movie Collection

C2 Master Roshi - Scouted:
Treat this card as if it reads “(Heroes only.) Players cannot use effects to search a player's Life Deck.

C5 Dr. Wheelo - Intelligent:
Treat this card as if it reads “(Villains only.) POWER: Banish “Dr.Wheelo” to choose an Ally, Drill, or Setup in play and shuffle that card into its owner’s Life Deck.

C14 Black Flying Knee:
You may name the same card twice, but two copies must be revealed.

C28 Namekian Mouth Beam:
Treat this card as if it reads “(Banish after use.) ENDURANCE 1. Energy
attack costing 2 stages. DAMAGE: 4 life cards. HIT: Choose a Styled card with a shield icon in your discard pile and Rejuvenate it.”

C60 Lookout Drill:
Treat this card as if it reads“ (After this Drill enters play from your hand, Rejuvenate 1.) The first time each turn an opponent’s effect would cause you to destroy or banish cards from the top of your Life Deck, reduce that amount to 0.”

U100 Saiyan Upward Kick:
This effect also prevents your opponent from “raising” stages. Note that leveling up allows you to “set” your MP to 10 stages above zero.

R139 Pulverize:
You would search your Life Deck for the Physical Combat or Energy Combat attack
card, reveal it, shuffle your Life Deck, and then place the chosen card on top.

P9 Orange Stare Down
Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life cards. Banish an opponent’s Setup, Drill, or Ally.”

P4 Red Shoulder Grab:
Treat this card as if it reads “Physical attack. DAMAGE: AT +3 stages. Raise
your anger 1 level. For the remainder of combat, all of your other attacks are considered to deal critical damage.

Evolution

S81 Namek Dragon Ball 6:
Treat this card type as if it reads “Dragon Ball.”

S97 Namekian Reinforced Block:
Treat this card as if it reads “ENDURANCE 2. Stops a physical attack. Your Dragon Balls cannot be captured this combat.”

S107 Orange Joint Restraint Drill
Treat this card as if it reads “Your physical attacks deal +2 stages of damage.”

S109 Orange Cover Up:
Treat this card as if it reads “ENDURANCE 1. Stops a physical attack. Also stops a physical attack in your opponent’s next action.”

S148 Red Lightning Slash:
Treat this card as if it reads “Physical attack. DAMAGE: AT stages. Raise your anger 1 level. HIT: You may lower your anger 2 levels to destroy all of your opponent’s Allies or all of his Drills.”

C15 Blue Knee:
Treat the Instant Power icon on this card as if it were an attack icon
 .
C42 Red Quick Jab:
Treat the Instant Power icon on this card as if it were an attack icon
 .
C52 Saiyan Empowered Smash:
Treat this card as if it had an attack icon.

U79 Red Forceful Strike:
Treat the Instant Power icon on this card as if it were an attack icon.

U84 Saiyan Sword Strike:
Treat this card as if it reads “ Physical attack. If your opponent passed as his last action this combat, this attack cannot be stopped nor have its damage prevented. DAMAGE: AT +4 stages.”

R122 Saiyan Tracking Blast:
Treat the Instant Power icon on this card as if it were an attack icon
.
R126 Android 18’s Toss
Treat the Instant Power icon on this card as if it were an attack icon.

R130 Android 20’s Domination:
Treat this card type as if it reads “ Physical Combat.”



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