Dragon Ball® Cards
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Cell_Rulebook.CE. 10/22/01 2:32 PM Page 42 ® Dragon Ball® Cards Capturing Dragon Balls To achieve a Dragon Ball® Victory you have to control all 7 of 1 Dragon Ball® cards represent the coveted Dragon Balls® in the kind. You can even capture your opponents Dragon Balls® or TV show. Each has its own unique power in the game and take yours back if your opponent has captured your Dragon when you control seven Dragon Balls® of the same set, you Balls® make a wish and win the game. Here’s how to do it: The Cell™ Saga introduces a whole new kind of Dragon Ball® — the Dende™ Dragon Balls®. Now, there are 3 sets to choose Life Card Capture. If your successful attack forces your opponent from! This brings the total to 21 different Dragon Balls®. to discard 5 life cards or more, you can capture any one of your opponent’s Dragon Balls® that are currently in play. Dragon Balls® are placed in play during Step 2. Non-Combat and their effects are instant unless otherwise specified on the card. Personality Captures. When some Allies do life card damage, they can choose to capture an opponent’s Dragon Ball® that is in You can only have 1 type of Dragon Ball® in your deck: Earth, play rather than deal the damage. These Allies are Bulma™, Namek™ or Dende™ and you can only have 1 of each. Krillin®, Saibaimen™, Chi-Chi™, Tien™, Garlic Jr.™, Guldo™, Dragon Balls® can be captured. Frieza®, and Yamcha®. Remember, the attacker must be an Ally, ® the attack must be successful, and the resulting damage must You can capture and hold different Dragon Balls than you are involve 1 or more life cards. collecting. You can even use their powers. Card Capture. Some cards allow for the capture Dragon Balls®. Dragon Balls® don’t count as life cards of damage when ® ® When you capture a Dragon Ball you can choose to use all or discarded from your Life Deck. Dragon Balls get skipped in the none of its powers at the time that you capture it. counting process, you just put them on the bottom of your Life Deck and keep counting. NOTE: When you capture a Dragon Ball® owned by your opponent, you must turn it sideways to remind yourself to If you have to discard from your Life Deck, and all you have left return it to them at the end of the game. is Dragon Balls®, you instantly lose. Achieving Your Dragon Ball® Victory Duplicates of Dragon Balls® are not allowed in play. Remember that in the show Dragon Balls® are unique. Both players can When a player has all 7 Dragon Balls® of the same type (either have the same Dragon Balls® in their decks but only 1 can be Earth, Namek™, or Dende™) in play and under his control, that in play at a time. If a Dragon Ball® is discarded that is already player wins, but not necessarily right away. in play it does not go into the discard pile, but must be removed If you put the last Dragon Ball® in play yourself you win instantly from the game instead. whether you place it in play during Step 2. Non-Combat or if you Dragon Balls® are immune from any card effects unless used a card power to place it in play during Step 4. Combat. The Dragon Balls® are specifically mentioned. That means they key is that YOU actually place it into play. can’t be hunted for in searches, removed from play, or limited If you acquire the 7th Dragon Ball® by capturing it, you must wait in any way unless mentioned in a card power. until the beginning of your next turn in order to achieve a Dragon Ball® Victory. If you still control all 7 Dragon Balls® at the beginning of your next turn, you win the game. 42 43 Cell_Rulebook.CE. 10/22/01 2:33 PM Page 44 Mastery Cards EXAMPLE: A player can have DENDE DRAGON BALL® 3, STRAINING ANKLE SMASH MOVE, SENZU BEAN, Mastery cards offer advantages that last throughout the entire and TIEN’S™ PHYSICAL ATTACK in a deck and still game and they are placed in play before the game actually qualify for a Black Tokui-Waza because they are all begins. Their effects are similar to Drill cards, but the difference is freestyle cards. that they are never discarded from play, nor can their effects be modified by any powers in the game – they are untouchable. Some Tokui-Wazas exclude certain personalities. For example, only Piccolo™ and, Nail™, Main Personalities may declare a To play a Mastery card your deck must qualify for a Tokui-Waza Namekian Tokui-Waza. (See Tokui-Waza below). The Mastery card’s Martial Arts Style must also match the Martial Arts Style of your Tokui-Waza. Only Saiyan personalities like Goku®, Gohan®, Trunks®, Vegeta®, Mastery cards are limited to 1 per deck and they count toward Raditz™ and Nappa™ can declare a Saiyan Tokui-Waza. deck minimums and maximums even though they are placed in Cell™ is unique and can declare a Namekian or a Saiyan Tokui- play at the beginning of the game. Waza as well as use Saiyan Heritage or Namekian Heritage cards. Effects created by Mastery cards come from the Mastery card itself, not the cards that they modify. The Martial Arts Styles The first word of the card title is what identifies the Martial Arts Style (if any) of a card. Red, Aggressive Style stresses a balance between upper GETTING STRONG and lower body offensive techniques. Red style emphasizes aggressive physical and anger attacks. TOKUI-WAZA Blue Calming Style stresses the use of leverage for attacking and defending. Blue style also specializes in “Tokui” in Japanese means “a singular, unique triumph in which someone takes great pride.” Waza means skill or technique. So if countering the anger of an opponent. a personality has a Tokui-Waza, then they have reached true Orange Cosmic Energy Style stresses the use of strikes mastery of a specific set of fighting skills. In the DBZ™ CCG this coupled with throwing and grappling. Orange style means expertise in a specific Martial Arts style. concentrates more on energy attacks than physical attacks. If your deck qualifies, you can announce a Tokui-Waza at the beginning of a game, and receive a + 1 to the Power Up Rating Black Foot-Hand Style stresses the strength found in the (PUR) on your Main Personality during Step 3. Power Up. use of kicks with hand-strike combinations. To qualify for Tokui-Waza, all cards in your deck that belong to a Saiyan Power Style, stresses the use of power in all Martial Arts Style must match the same style. You must have at things. Energy and physical attacks are done from a least 1 Martial Arts Styled card (besides a Mastery card) in your position of power, or they are not done at all. Saiyan Style deck to declare a Tokui-Waza. emphasizes offense over defense. REMEMBER: The first word in a card title is what determines Namekian Fluid Motion Style stresses the use of thought the Martial Arts Style of the card. All freestyle cards are eligible and growing energy. The fluid body motion of a for a Tokui-Waza deck.(See p. 40) Namekian warrior makes this a very difficult style for any 44 non-Namekian to duplicate. 45 Cell_Rulebook.CE. 10/22/01 2:33 PM Page 46 Building a Deck With additional DBZ™ game cards, you can strengthen your decks Combat and Non-Combat Cards and design your own special strategies to defeat your opponents. You may have a maximum of 3 duplicates of any Combat or ® In order for a deck to be considered tournament legal, it must Non-Combat card in your deck, except for Dragon Balls and meet the following requirements: cards with names in their titles. Certain cards with special limits on them, such as “Limit 1 per deck,” must be limited as Deck Size instructed. Decks must contain a minimum of 50 cards, including all the Main Named Cards Personality cards. No deck can contain more than 75 cards, including the deck’s Main Personality cards. Many Physical Combat, Energy Combat, Combat and Non- Combat cards have a personality’s name as part of the title. The only exception to this rule is that if your Main Personality is These are “Named cards.” Barring special restrictions (such as Piccolo™, Nail™ or Cell™ and you declare a Namekian Tokui- “only one per deck”), a Main Personality can have up to 4 Waza then they can put up to 80 cards in a tournament legal deck. duplicates of any of his Named cards in a deck instead of the Main Personalities normal 3 duplicates. Each deck must contain at least 3 consecutive personality cards EXAMPLE: In a deck in which Nail™ is the Main ® beginning with a level 1 personality card that is considered your Personality, Gohan may include up to ® Main Personality. You may add additional card levels of your 4 GOHAN STOMPS cards in the deck. A Main Main Personality up to level 5. No levels can be missed. The Personality may include another personality’s named exception to this rule is Saibaimen (See p 36). cards in a deck but the normal limit of 3 duplicates applies. Allies Allies of the Main Personality must be at least 2 levels lower than Multiple-Player Rules the highest level of the Main Personality. A deck whose Main Personality is a level 4 Nappa™ can only contain level 1 and 2 Ally In a multiple-player game you win the game using the same cards.